Jump to content


Popular Content

Showing content with the highest reputation since 09/01/2020 in Posts

  1. 3 points
    Thank you so much, Dear Devs! You are amazing!!! Congrats, Sir Ivory Knight! I've already written in the DevDiary thread, but I had to write here too!
  2. 2 points
    I'm taking a wait-and-see attitude with merchants. Ultimately, the question is going to be: Should Merchants even be bothered with if I can get more just by conquering a kingdom? This was the problem in KoH1. Economic warfare should be a viable option.
  3. 2 points
    So how about the AI recognizing an emerging threat? Currently, I am roll stomping kingdom after kingdom. You'd think the other countries would realize that I have half the world and am eventually coming for them. Maybe they might want to think about banding together for their own protection?
  4. 2 points
    Hello there, dear Devs, I don’t have any questions. I just wanted to wish you best of luck on your project at hand! I sure hope that we will get to experience the game until the end of 2020! Stay healthy, stay safe! And congrats, Ivory Knight! 🙂 Best Regards!
  5. 1 point
    Hello friends, and welcome to the 11th DevDiary for “Knights of Honor II: Sovereign!” In the 6th DevDiary, which feels like ages ago to us, we talked about the marshal class. Now, let’s take a look at merchants, who are, debatably, just as important as Marshalls for any kingdom which aims to become a great power in the Old world. Let’s start with the primary role of a merchant, which we all most likely know from every strategy game out – to bring gold into the kingdom’s coffers. This is true for the KoH series as well, but there are different ways to achieve it. First of all, each knight can be selected as a governor of a province, and merchants have the most skills and governing effects that can boost gold income and commerce. Additionally, once a merchant is appointed as a governor of a province, trade caravans and ships start visiting nearby towns, bringing gold from trade when they return, unless ill fate (also known as “rebels”, stops them in their tracks. Being a governor does not hold back a knight from performing any other functions, it is a “secondary” role they have, so it is not a matter of whether to have them as governors or not, but rather who should govern where, as different classes gain and provide different bonuses to provinces. Each merchant can also be sent on a “mission” to establish and maintain trade with a chosen kingdom, as long as a trade agreement with it is signed and valid. This means you’ll need good relations to expand trade, which is where diplomats could be needed as well. Prosperous trading between kingdoms and good diplomatic relations are well tied together – on one hand kingdoms are more benevolent and eager to make agreements and pacts of all kinds with their established trade partners, and on the other hand trade is more profitable and offers more opportunities when the diplomatic relations between kingdoms are warm. Many other factors also play effect – for example distance, personal qualities and skills of the merchants, and whether they have royal blood – kings and princes have advantages in almost all trade endeavors. Trading with a kingdom is a “full time” occupation, so a merchant cannot simultaneously maintain trade with more than one kingdom, or trade while leading an army, for an example. If there are more promising offers elsewhere, merchants can always return “home” and try establishing trade in a new kingdom, but in that case any developed position and all deals with the original partner they were overseeing is lost. This can often be a significant step back, since one of the possible, costly, and time-consuming actions is to expand trade to gain more and more profits and a bigger share of the market of a kingdom. Now, we haven’t talked a lot about resources in the game yet and we won’t get into details about them now, but another thing a merchant can do within a kingdom is to arrange the import of goods. Resources are needed for the construction and function of some buildings, for hiring troops, and other things, so arranging imports can be particularly important. Food can also be imported or exported; it is needed for upkeeping the armies, as well as for maintaining the population growth and happiness. Historically, food trade and grain trade in particular were one of the oldest and most stable over the centuries, so we felt it important to represent this our game. This can also create different strategic choices for players – they can produce their own food, rely on import (if they have the gold for it!), or focus on agriculture, stock-farming and food export as a stable source of income. There is one significant new addition for the trading system in KoH2:S and that is “Kingdom’s Commerce” – a parameter of the kingdoms that is required for “upkeeping” the continuous trading deals, such as imports, exports and general kingdom trade. Players increase commerce mainly by constructing trading-related buildings, but also with traditions, skills, governor effects, etc. Here the challenge for players is providing the needed Commerce availability for their merchants to use, as well as putting all available Commerce into good use and thus maximizing the benefits from it. Up to a point of the development process, this was what merchants were all about. Were they useful? Undoubtedly. Were there strategical choices for the players, like how many merchants to have, when and where to send them and what to do with them? Sure, there was. But we decided that we wanted to try and make this class even more interesting. Thus, we implemented the “Opportunities for merchants”, based on a system we so far used for spies. Thanks to it, we managed to add many additional actions that pop up from time to time for merchants on a semi-random principle. Our idea with that was to spice up the merchants and present even more choices to the players. Each opportunity has its own story and specific effects, and we will continue to add more of these during the development of the game. Here are just few examples: If one of your armies is near or in a province of a kingdom you are trading with, your merchant can try to arrange a supply of provisions to that army, which can sometimes be crucial. Often merchants have opportunities to make some risky deals, for example reselling goods; thus, the players can invest some of their gold and hope to make good quick profit. Merchants can hire mercenaries in the kingdom they trade in and call them to their own lands. They can sometimes try to convince their trade partners to stop trading with another kingdom and shun a foreign merchant, if they a have strong enough position to do so; besides hindering an opponent, this has additional advantages – reducing the competition increases the chances of getting a bigger share of the market. As a result, the merchants can be very useful, not just by making gold. We are trying to make them both a part of the overall strategy of players and a driver of the economy of their kingdoms, as well as introduce some emerging stories and gameplay with the class. We will talk more about Merchants and Trading, as well as the opportunities that can emerge, in our DevStream on Thursday, October 1st, @ 3:00 PM GMT / 11:00 AM EST. 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. We really want to hear your opinion about the merchant – do you like the wider opportunities for the class or would you prefer it to be simpler? What kind of opportunities and actions of merchants would you like to see in the game? Do you like the concept of the random trade possibilities, or would you prefer to always have the full arsenal available and rely on chance as little as possible? View full article
  6. 1 point
    I am totally your opinion here since I am generally not too fond of chances and luck. An idea however would be to make it a decission in the game set up before you start a new map. Anno does this vastly. So you can try different experiences and I think these options come out pretty different in the gameplay and how a session goes. But if I have to choose between one of the two options, I say: go for the full arsenal and less chance.
  7. 1 point
    I think that is part of what rebellions are for. And I don't mind giving up a bit of realism for more interesting game play.
  8. 1 point
    As much as this would be convenient for us players, for the Devs it would be a nightmare to implement all of our suggestions. However, I agree that stances/army formations, and all the details, could be clicked and chosen straight on the strategic map, before any battles. (I thought that I expressed that in my original post). I also think that an alert for your marhal to retreat if he is losing is quite appropriate, so you wouldn't have to do it manually. I just hope that the Devs are having a good time, making this game and it is not such an unbearable workload, as thoght it was for them. Besides, I made this autoresolve suggestion, as I believe that If the beta launches before Christmas, then the only option would be to autoresolve everything, as the Devs mentioned that they are not ready with the actual tactical battles, and these will need a lot more work. I believe that the manual battles will be disabled at lauch and will come at a later update. I wish them luck and good tidings in that! I'm also ok with delays. As usual, good to hear from you, Sir Ivory Knight! (fistbump between two Sirs 😉 ) By the way, Ivory, you and Shoppo made a great stream! It was a pleasure watching it, and I also gained some insights, as well. Thank you!
  9. 1 point
    On the topic of rebels, it would be pretty interesting if the first born prince of a kingdom automatically becomes a famous rebel with a full army upon the king’s death, if either the second born or third born prince was selected to become king over the first born, rightful heir. I’ve often wondered why the first born prince in KoH1 is so peaceful when I select the second born prince to become king upon their “father’s” death. Possibly even one or two of the Court’s marshals could also turn rebel in support of the first born prince’s rebellion for being stepped over in succession. Basically, it would be a mini civil war to deal with.
  10. 1 point
    I absolutely agree! Will work on my profile pic from my part! Thank you, btw, I promise I to be a good spy and I won't doublecross your kingdom! (crosses fingers) 🙂
  11. 1 point
    I want to have a spy with Sir Yavor's portrait. Sir Ivory on the other hand looks much more honorable. You guys should update your profile pictures.
  12. 1 point
    For the prestige: Will you tell us a little more about that in the DevStream? No details but just the basic idea of how prestige is being acquired, reduced and calculated? Or maybe what your general ideas are that you discuss and try out? Are there any other effects on the gameplay, for example on diplomacy? I am very intrigued about that feature and was a little worried that it may get too complex and complicated but it sounds really smooth and relaxed. So great idea there!
  13. 1 point
    Dear Devs, The Kingdom Traditions indeed sound like a cool mechanic with many ingame implementations! I would only wish to see these buffs, skills and tactics in use in an actual tactical battle. Do you think that we would soon have a devdiary about battles? If so I would be thrilled to learn all about it, as battles were my favorite part of KoH 1! Thank you, as always, and stay healthy and safe! Regards!
  14. 1 point
    Nah, I do not think we need a new class. It is not something really important, just nice feature and add on (like general having a skill). Having a new class would not be practical, since i doubt there are many skills for admiral and it would just be a waste of royal slot
  15. 1 point
    That's different. It's not necessary countries to be friends or allies. They can be rivals or enemies to each other but still to form a coalition against you or other too aggressive nation. This is EU4 feature to battle against the aggressive expansion.
  16. 1 point
    If there are only 30 skills available in total I think that having 8 traditions is too much. Off the top of my head I would say that maybe around 10-15% of the skills should be atainable at the same moment as tradition. So if there are 30 skills in total, only 3-5 should be possible to hold as tradition at the same time. The system itself looks fine at first glance, I can already imagine myself specializing in all the economic skills as Venice. It feels like it would help with replayability for the same kingdom where you just choose different traditions each time you play it.
  17. 1 point
    I really enjoy this concept. If you entirely conquer a kingdom, are you able to absorb any of the traditions that they had acquired during their reign? Also, can the tradition advantages of one nation be shared with vassal kingdoms? Or does each kingdom have to earn their own traditions and skills. On the topic of vassalage, will vassalage be different at all from the first KoH?
  18. 1 point
    Do traditions relate to a nations culture and religion at all? For example are some tradition types more expensive to purchase if your nation is Islamic or Catholic, French vs English? Or do all traditions have the same base cost and are simply large boosts to skills? If you did not choose to include this can you comment on why not?
  19. 1 point
    Yeah to attack the ports or coastal villages and even some towns positioned closer to the sea. Port blockades probably wouldn’t cripple someone’s economy cause I agree with you that there’s inland trade, etc., but any weakening is better than no weakening. I just really like the concept of ships playing a larger role in the game. Even if it was a pirate or raider ship that can generate like a famous rebel and attack ports and steal the income it produces. Just something to give the naval aspect of the game more intrigue.
  20. 1 point
    We're definitely doing MP different than the first game. MP will be focused on the grand strategy/world map gameplay and there will be a variety of gamemodes. We haven't determined how many players will be supported yet, but there will 100% be more than 2 supported, so you'll be able to play with a number of friends. There are still a variety of performance/optimization and gameplay factors that are being evaluated to determine how many total players we'll support.
  21. 1 point
    I'm rather sure you did actually have the same username in the sunflowers forum. ... I spent way too much time there... Angryminer 😀
  22. 1 point
    Since I have a bit more time recently for my hobbies and stuff, I decided to make a medieval grand strategy board game for personal use. The goal of the game is to collect 25 points of prestige by occupying land, fighting against the other player, competing missions, sabotage, trade and random events. Another option to win could be to annex the other player, though that may not be always possible. The map of Europe is around 900 AD and has close to 80 provinces. Historical and geographical accuracy is often sacrificed in order to keep the things simple. If someone is interested I may post more details about the gameplay and the rules...
  23. 1 point
    I repainted the map last week. Now it's a bit more accurate (probably), at least it looks much better. Here's WiP. First I printed a map on 4 sheets of paper - the map was cut into 4 images. Then I copied that on the board and repeated the sea borders. After that it was time for drawing province borders and painting. The entire map took me about lets say 15-20h. Not sure exactly, but it was fun to do it.
  24. 1 point
    o my Lord :D i was dreaming about KoH II years and years :) ive spend houndreds of hours on koh , i've just bored and watched some incoming games 2020 and first i got the screnshots and i was wait wiat wait i know this view lol and later on the end they confirmed my hope its KOH II :D U just made my day :) Happy easters to everyone :) can't wait :) Thank You
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.