Author Topic: Restoring Sub-Realms  (Read 1295 times)

Andrew

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Re: Restoring Sub-Realms
« Reply #15 on: July 29, 2016, 11:46:35 AM »
If they're just random strings, then great, this should be ready for review.

I'm a bit eager to see if I did this right, for what it's worth.
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Andrew

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Re: Restoring Sub-Realms
« Reply #16 on: May 19, 2017, 12:25:34 PM »


And after clicking the page and refreshing . . .


That is all.
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Demivar

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Re: Restoring Sub-Realms
« Reply #17 on: May 19, 2017, 05:16:00 PM »
Is very good. By realm's superior, does that mean overlord, or direct overlord?


Can I, as Emperor Nero, resurrect County A which is under Duke B?
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Andrew

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Re: Restoring Sub-Realms
« Reply #18 on: May 19, 2017, 05:41:03 PM »
That would be the responsibility of Duke B.

An individual character is only able to revive the subrealms directly below the realm they are ruler of.
« Last Edit: May 19, 2017, 05:43:41 PM by Andrew »
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Demivar

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Re: Restoring Sub-Realms
« Reply #19 on: May 19, 2017, 05:51:19 PM »
That's good to hear, and makes sense. Even better is the way that it's been done, an Emperor with a slumbered vassal kingdom could resurrect his favourite Barony by dinking his way down the list, nabbing all of the titles below until they reach the bottom.
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Andrew

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Re: Restoring Sub-Realms
« Reply #20 on: May 19, 2017, 05:54:41 PM »
That's certainly possible.
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Dystopian

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Re: Restoring Sub-Realms
« Reply #21 on: May 19, 2017, 07:08:14 PM »
This is looking good!

cenrae

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Re: Restoring Sub-Realms
« Reply #22 on: June 08, 2017, 08:49:05 AM »
Any hopes of restoring dead realms? I would love to bring Ryne back.
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Andrew

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Re: Restoring Sub-Realms
« Reply #23 on: June 08, 2017, 01:40:21 PM »
It's not a high priority, but now that I know how to do it, yes, it's well within the realm of possibility.

The question would be though, how would you initiate something like that?
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Andre

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Re: Restoring Sub-Realms
« Reply #24 on: June 08, 2017, 04:23:53 PM »
I think next to the "Create Realm" button there should be a button to "Restore Realm" or something. I imagine you'd need some limitations on it though, maybe that you own more than 50% of the realms territory at its largest? Or maybe even better if realms can decide to assign what their corelands are and you can recreate the realm if you own more than 50% of that? Though possibly that those corelands have to be a certain amount of the realm size? Like maybe it can't be less than 50% of the realms size to avoid realms assigning only one territory as it's core or something. Or you could add additional effects to cores like reduced production if it isn't a core or something and maybe faster takeovers. And then you'd have to spend time to create the core or something. Somewhat like EU4 I imagine would be good.

Demivar

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Re: Restoring Sub-Realms
« Reply #25 on: June 08, 2017, 04:32:06 PM »
You're thinking CK2, Andre  ;)


I had thought the same, but again it depends on what the game tracks. From what I've been told, the game has vast amounts of stored data, but how does the game determine what point it was at its largest?
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Andrew

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Re: Restoring Sub-Realms
« Reply #26 on: June 08, 2017, 05:09:04 PM »
Hrm.... The game tracks the total estate count of every realm in the game for almost every turn, plus what realms are vassals of other realms, and what settlements belong to each realm.

The only downside is, doing a query to figure out whether or not the regions you and your knights control were part of any such realm, is not a small database query. In fact it's at least 3, with only 1 character involved, over 3 tables, one of which makes the table that tracks soldier logs look small.

The largest database table used by the game regularly is the one for individual soldier log entries at 1.1 million rows. After that is the event table for characters, at 300k rows. The statistics table for settlements, 8 million rows.

My dev machine has a 3.6Ghz 6-core, was doing barely anything else, and asking it how many rows there are that indicate a region that was owned by the Grand Fate, was a query measured in seconds. That's not including PHP having to handle all those results (53k) and parse them into something usable, which add more time to the calculations. Most things done by the game on a give page take 1/100th of that amount of time, if that.

That's why I want there to be other conditions that have to be met before the game starts trying to figure out whether or not your owned settlements were ever part of realm Robertland. If anyone has ideas, I'm listening.
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Andre

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Re: Restoring Sub-Realms
« Reply #27 on: June 08, 2017, 05:29:35 PM »
You're thinking CK2, Andre  ;)


I had thought the same, but again it depends on what the game tracks. From what I've been told, the game has vast amounts of stored data, but how does the game determine what point it was at its largest?



A mix I'd say. The whole restoring realms thing is more of the de jure lands part of CK2, but the cores themselves can as easily be EU4 as de jure lands of CK2.

Andrew

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Re: Restoring Sub-Realms
« Reply #28 on: June 08, 2017, 06:05:14 PM »
What would make a region qualify as "de jure" in M&F?
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Andre

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Re: Restoring Sub-Realms
« Reply #29 on: June 08, 2017, 06:29:52 PM »
What would make a region qualify as "de jure" in M&F?
Possibly a core system similar to what I explained maybe? Or cores could possibly just return production levels to normal/increase them a bit, and then it would become de jure if it is a core of a realm for long enough? Not sure how multiple cores could be handled, should it be possible? Should you be able to un-core a settlement from your own realm or another realm? If cores slow down foreign take overs should they also speed up take overs if the ones doing it have a core? Should they cancel eachother out if both the realm taking over and the one defending have cores? Should having foreign cores on your territory have any other drawbacks?