Difference between revisions of "Region Development"

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==Primary Activities==
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==Region Lord Activities==
 
The core activities that raise region stats, when the region has a Lord, are as follows:
 
The core activities that raise region stats, when the region has a Lord, are as follows:
  
  
 
===Mercy Court===
 
===Mercy Court===
A <b>Mercy Court</b> raises <b>Morale</b>, with a small chance that it will cause a very small increase to the Independent Movement (Rebels).
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A <b>Mercy Court</b> raises <b>Morale</b>, with a small chance that it will lower control.
  
 
<i> I have seen one raise Morale by as much as 15%.</i>
 
<i> I have seen one raise Morale by as much as 15%.</i>
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===Just Court===
 
===Just Court===
A <b>Just Court</b> raises <b>Realm Loyalty</b>, with a medium chance that it will cause a small percentage increase in Morale.
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A <b>Just Court</b> raises <b>Realm Loyalty</b>, with a medium chance that it will cause a small percentage increase in <b>Morale</b>.
  
 
<i>I have seen one raise Realm Loyalty by as much as 8% and with it Morale by 5%.</i>
 
<i>I have seen one raise Realm Loyalty by as much as 8% and with it Morale by 5%.</i>
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===Harsh Court===
 
===Harsh Court===
A <b>Harsh Court</b> drops <b>Morale</b> and <b>Realm Loyalty</b>.  It’s only use is to eliminate Independent Movements (Rebels), which potentially will raise <b>Realm Control</b>.
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A <b>Harsh Court</b> drops <b>Morale</b> and can either raise or lower <b>Realm Loyalty</b>.  It will reliably increase control, but should not be used unless the region is at occupied or province status, and there are no other methods of raising control available.
 
 
<i>This option should never used unless Morale and Realm Control are over 95% or the region appears as if it will immediately go rogue.</i>
 
  
  
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Estates appear to be mostly for maintenance.
 
Estates appear to be mostly for maintenance.
  
Setting estates to Production will maintain the production level of a region, while granting a small increase in the amount of gold being produced.
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Setting estates to Production will maintain the production level of a region, assuming that the estates provide sufficient coverage (as seen on the region lord estate page).  Setting an estate to production is only helpful after <b>Morale</b>, <b>Realm Loyalty</b>, <b>Production</b> are over  50% and <b>Realm Control</b> is at Main or Core.
  
Setting estates to Authority will help maintain the current state of <b>Realm Control</b>, but does not appear to ever increase it.
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Setting estates to Authority will help maintain the current state of <b>Realm Control</b>, but does not appear to ever increase it.  Estates should be set to Authority immediately upon taking a region to keep <b>Realm Control</b> at Province or Main.
  
  
  
 
===Civil Work===
 
===Civil Work===
Civil Work is the only direct action that will raise <b>Production</b>, with a small chance that it will cause a very small increase to <b>Morale</b>.
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Civil Work is the only direct action that will raise <b>Production</b>, with a small chance that it will cause a very small increase to <b>Morale</b>.  Civil Work will become unavailable as soon as <b>Production</b> reaches the region's population cap.
  
 
<i> I have seen it raise Production by as much as 15% and with it Morale by 5%.</i>
 
<i> I have seen it raise Production by as much as 15% and with it Morale by 5%.</i>
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===Police Work===
 
===Police Work===
Police Work is one of the two ways that someone other then the region lord can decrease the Independent Movements (Rebels) in a region, which potentially will raise <b>Realm Control</b>.
+
Police Work is one of the two ways that someone other then the region lord can decrease the Independence Movements (Rebels) in a region, which potentially will raise <b>Realm Control</b>.
  
Normal Police Work “will have only a small effect, but works reliably.”  It will cause a small decrease in the Independent Movements (Rebels), potentially raising <b>Realm Control</b>, but will not hurt <b>Morale</b>.  <i>This is the best and only option for someone who wants to keep Realm Control above Occupied or Province before Morale and Realm Loyalty are in the 90% range</i>.
+
Normal Police Work “will have only a small effect, but works reliably.”  It will cause a small decrease in the Independence Movements (Rebels), potentially raising <b>Realm Control</b>, but will not hurt <b>Morale</b>.  <i>This is the best and only option for someone who wants to keep Realm Control above Occupied or Province before Morale and Realm Loyalty are in the 90% range</i>.
  
Aid in Raids and other Operations, has “a much larger effect, but is not as reliable and might hurt region morale.”  This means that it could decrease the Independent Movements, potentially raising <b>Realm Control</b>, but that it could or will hurt <b>Morale</b>.  <i>This option is not as good as Normal Police Work if Morale is above 1%</i>.
+
Aid in Raids and other Operations, has “a much larger effect, but is not as reliable and might hurt region morale.”  This means that it could decrease the Independence Movements, potentially raising <b>Realm Control</b>, but that it could or will hurt <b>Morale</b>.  <i>This option is not as good as Normal Police Work if Morale is above 1%</i>.
  
 
Patrol the Streets, has “little impact on the region stats, but will make it more difficult for infiltrators to go about their business.”  <i>This option, to my knowledge has never caused harm to any one other then an infiltrator.</i>
 
Patrol the Streets, has “little impact on the region stats, but will make it more difficult for infiltrators to go about their business.”  <i>This option, to my knowledge has never caused harm to any one other then an infiltrator.</i>
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===Arrest Rebels/Hang Rebels===
 
===Arrest Rebels/Hang Rebels===
Arrest Rebels/Hang Rebels is the other of the two ways that someone other then the region lord can decrease the Independent Movements (Rebels) in a region, which potentially will raise <b>Realm Control</b>, however, it will cause a large drop in <b>Morale</b>.
+
Arrest Rebels/Hang Rebels is the other of the two ways that someone other then the region lord can decrease the Independence Movements (Rebels) in a region, which potentially will raise <b>Realm Control</b>, however, it will cause a large drop in <b>Morale</b>.
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Arrest Rebels, causes only a small drop in Independence Movements, potentially causing a small increase in <b>Realm Control</b>, however it does cause a drop in <b>Morale</b>.  <i>This is not a good option if morale is over 10% and someone can do Normal Police Work</i>.
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 +
Hang Rebels, causes only a large drop in Independence Movements, potentially causing a medium increase in <b>Realm Control</b>, however it does cause a huge drop in <b>Morale</b>.  <i>This is the worse option possible and should never be used if morale is over 1%.  I have seen this option drop Morale and Realm Loyalty by 30% each</i>.
 +
 
  
Arrest Rebels, causes only a small drop in Independent Movements, potentially causing a small increase in <b>Realm Control</b>, however it does cause a drop in <b>Morale</b>.  <i>This is not a good option if morale is over 10% and someone can do Normal Police Work</i>.
 
  
Hang Rebels, causes only a large drop in Independent Movements, potentially causing a medium increase in <b>Realm Control</b>, however it does cause a huge drop in <b>Morale</b>.  <i>This is the worse option possible and should never be used if morale is over 1%.  I have seen this option drop Morale and Realm Loyalty by 30% each</i>.
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===Hero's Tales===
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Heroes occasionally have the option to tell the Tale of their Heroism.  This action can cause a small rise in <b>Morale</b>, with a small chance that it will cause a small percentage increase in <b>Realm Loyalty</b>.  
  
  
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<i>The  Masters of the Pen are a wonderful asset but are not actually needed to improve a region.  Although, when it comes to war time, there is nothing better then an able body of bureaucrats keeping a region pristine.</i>
 
<i>The  Masters of the Pen are a wonderful asset but are not actually needed to improve a region.  Although, when it comes to war time, there is nothing better then an able body of bureaucrats keeping a region pristine.</i>
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===Priests===
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A priest can do a takeover of a region, as long as there are few/no troops/militia in the region. Support for the priest's religion must be very high for this to work.
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A priest can also raise morale with "calm", and loyalty/sympathy with "laud realm".
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==Items that Need Researched==
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===Government Dislike===
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Apparently the stat for the region's dislike toward a government plays a larger role then simply generating points towards the Independence Movements.  What is this role?
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When a region's dislike is high toward a government, how do you prevent <b>Mercy Court</b> and <b>Just Court</b> from being interrupted?  This can happen even when <b>Realm Control</b> is at main.
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When a <b>Mercy Court</b> and <b>Just Court</b> is interrupted it causes drops in <b>Morale</b>, <b>Realm Loyalty</b>, and <b>Realm Control</b> (By increasing the Independence Movements?).
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===Comments on Government Dislike===
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the hate for the realm or government doesn't usually go down until loyalty and morale rise...the more it rises the less they dislike. so its a vicious circle and hard to get out of, hate disrupts courts but courts are needed to raise stats and decrease hate.
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the only way around it i can think of is heroes and civil work to raise stats quickly. but civil work caps out with production and you need a lot of heroes in order to get good amount of tales able to be told.
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and civil work cant be done on the war islands ;)
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richard watterson
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[[Category:Region Mechanics]]

Latest revision as of 05:02, 17 February 2011

Region Lord Activities

The core activities that raise region stats, when the region has a Lord, are as follows:


Mercy Court

A Mercy Court raises Morale, with a small chance that it will lower control.

I have seen one raise Morale by as much as 15%.


Just Court

A Just Court raises Realm Loyalty, with a medium chance that it will cause a small percentage increase in Morale.

I have seen one raise Realm Loyalty by as much as 8% and with it Morale by 5%.


Harsh Court

A Harsh Court drops Morale and can either raise or lower Realm Loyalty. It will reliably increase control, but should not be used unless the region is at occupied or province status, and there are no other methods of raising control available.


Taxes

Taxes have a huge effect on a regions stats. A high tax rate will prevent Morale or Realm Loyalty from rising. I have seen taxes set at 6% raise Morale by 22%. Of course, as Morale or Realm Loyalty rise, taxes should rise along with them.

However the reverse is true too, low Morale and Realm Loyalty will cause there to be few to no taxes collected.



Secondary Activities

The secondary activities that raise region stats, when the region has a Lord, are as follows:


Estates

Estates appear to be mostly for maintenance.

Setting estates to Production will maintain the production level of a region, assuming that the estates provide sufficient coverage (as seen on the region lord estate page). Setting an estate to production is only helpful after Morale, Realm Loyalty, Production are over 50% and Realm Control is at Main or Core.

Setting estates to Authority will help maintain the current state of Realm Control, but does not appear to ever increase it. Estates should be set to Authority immediately upon taking a region to keep Realm Control at Province or Main.


Civil Work

Civil Work is the only direct action that will raise Production, with a small chance that it will cause a very small increase to Morale. Civil Work will become unavailable as soon as Production reaches the region's population cap.

I have seen it raise Production by as much as 15% and with it Morale by 5%.

Once a region has a lord, however, it is far easier for the lord to raise production by raising Morale or Realm Loyalty. As the two rise, Production is pulled along in there wake.


Police Work

Police Work is one of the two ways that someone other then the region lord can decrease the Independence Movements (Rebels) in a region, which potentially will raise Realm Control.

Normal Police Work “will have only a small effect, but works reliably.” It will cause a small decrease in the Independence Movements (Rebels), potentially raising Realm Control, but will not hurt Morale. This is the best and only option for someone who wants to keep Realm Control above Occupied or Province before Morale and Realm Loyalty are in the 90% range.

Aid in Raids and other Operations, has “a much larger effect, but is not as reliable and might hurt region morale.” This means that it could decrease the Independence Movements, potentially raising Realm Control, but that it could or will hurt Morale. This option is not as good as Normal Police Work if Morale is above 1%.

Patrol the Streets, has “little impact on the region stats, but will make it more difficult for infiltrators to go about their business.” This option, to my knowledge has never caused harm to any one other then an infiltrator.


Arrest Rebels/Hang Rebels

Arrest Rebels/Hang Rebels is the other of the two ways that someone other then the region lord can decrease the Independence Movements (Rebels) in a region, which potentially will raise Realm Control, however, it will cause a large drop in Morale.

Arrest Rebels, causes only a small drop in Independence Movements, potentially causing a small increase in Realm Control, however it does cause a drop in Morale. This is not a good option if morale is over 10% and someone can do Normal Police Work.

Hang Rebels, causes only a large drop in Independence Movements, potentially causing a medium increase in Realm Control, however it does cause a huge drop in Morale. This is the worse option possible and should never be used if morale is over 1%. I have seen this option drop Morale and Realm Loyalty by 30% each.


Hero's Tales

Heroes occasionally have the option to tell the Tale of their Heroism. This action can cause a small rise in Morale, with a small chance that it will cause a small percentage increase in Realm Loyalty.


Bureaucrats

Bureaucrats, are the best secondary contributors to a region. They can improve Production, Morale and Realm Loyalty in a region, with no adverse effects.

The Masters of the Pen are a wonderful asset but are not actually needed to improve a region. Although, when it comes to war time, there is nothing better then an able body of bureaucrats keeping a region pristine.


Priests

A priest can do a takeover of a region, as long as there are few/no troops/militia in the region. Support for the priest's religion must be very high for this to work.

A priest can also raise morale with "calm", and loyalty/sympathy with "laud realm".


Items that Need Researched

Government Dislike

Apparently the stat for the region's dislike toward a government plays a larger role then simply generating points towards the Independence Movements. What is this role?

When a region's dislike is high toward a government, how do you prevent Mercy Court and Just Court from being interrupted? This can happen even when Realm Control is at main.

When a Mercy Court and Just Court is interrupted it causes drops in Morale, Realm Loyalty, and Realm Control (By increasing the Independence Movements?).


Comments on Government Dislike

the hate for the realm or government doesn't usually go down until loyalty and morale rise...the more it rises the less they dislike. so its a vicious circle and hard to get out of, hate disrupts courts but courts are needed to raise stats and decrease hate.

the only way around it i can think of is heroes and civil work to raise stats quickly. but civil work caps out with production and you need a lot of heroes in order to get good amount of tales able to be told.

and civil work cant be done on the war islands ;)

richard watterson