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If you want to take stuff back from the Zann as long as it has less than like 800 garrison troops your party should be able to do it. Towns you will probably need vassal help though.
You don't even need to lift a finger for them to be ganged up by all the factions that they declared war against in a matter of several months.
Don't forget they only have seven active lords (and a bunch of dumb patrols that can't conquer fiefs or anything like that) against roughly a hundred and their territory is stretched very thin across the map (=extremely ineffective logistics).
Only their 2 waves of invasion during the 1st week are scripted to be massive.
Just teleport somewhere on the mountain, camp there for several months and watch.
As for escorts - even together with them Zann only have the power of ~24 lords which is still against 100+ (a lot of rich lords of other factions have escorts too).
And they're still scattered all over the map, unlike lords of other factions.
And their patrols only spawn once.
Zann is incapable of destroying anyone unless that faction was already weakened by other factions. The best they can do is desperately try to survive when they're assaulted by at least 6 enemy marshals from 6 different directions.
An example of how Zann invasion unfolds during 11 months (I wanted 1 year, but forgot it started in the beginning of July, not June).
It's a pretty average case where, on one hand, Zann were lucky because Tolrania&Maccavia&Reich and to a lesser extent Valahir just wouldn't stop fighting each other, and Elintor decided it's the right time to declare war on Falcons, and, on the other hand, Falcons' persistence contributed a lot to Zann's demise.
The only faction that Zann destroyed was... Aroulo. I still have no idea what on Earth their AI forgot on that island.
Here are the .txt files that should fit the last version of Perisno, BUT with the majority of messages/events suppressed (so that you don't have to constantly click "yes", "continue" and so on).
For farther zooming out edit
map_max_distance = 175
in module.ini.
https://drive.google.com/open?id=1xLo5teyBd7xfDTbnv0hE7ihAmECqYZZI
I was wrong about several months (I didn't take into account that in 0.9 Zann was allowed to make peace, unlike in 0.8 where they were forced to fight to the end), but if anyone believes that without your interference Zann has even a slightest chance to expand uncontrollably and conquer the world, feel free to make your own timelapse using these files (backup normal files before replacing them).
Don't use "infinite camp" in cheats since it's so fast it practically disables AI because the engine just doesn't have time to process everything, use either regular camp or ctrl+space.
My real problem is probably that Tolrania is underpowered given its position which gives the Zann an advantage in replacing them. Tolrania should really be more like Swadia in vanilla, where it has a terrible strategic position but great tactical troops. Instead its troops are mostly mediocre and it doesn't have enough nobles to fight wars on multiple fronts.
I guess my problem with the Zann is that they are one of the factions that are pretty much guarenteed to reach late game along with Reich, Elintor, and Hakkon.
It's not that Zann are Op (unless they recruit nobles), it just that Perisno end games are too predictable.
In 0.8 Hakkon had bigger chance to start at a state of waging 2 wars at the same time (not counting Kuu-lan) and they would often be destroyed, while Drahara that used to have better starting opportunities would dominate the world in the absolute majority of players' games.
One small starting change and everything is different.
Small factions like Geldar or Kuu-lan have even more predictable fate.
That certain imbalance between 6 main major factions was created for the same reason why small major factions were added: to make gameplay choices more different and the state of the world more realistic (since in rl there is no balance at all between countries). Like, you want an easy game? Join Elintor. Want a harder game? Join Tolrania. Want something very hard? Try to save Geldar/Kuu-lan/Cretas/etc.
As for the troops - they, on the contrary, were made as balanced as possible from the perspective of quality/upkeep ratio. I guess certain imbalance here would be realistic as well (e.g. like infamously useless Fierdsvain archers in older versions of PoP that still costed a lot and were hard to train, or insanely overpowered for their level/upkeep Cobras and Snake Cult Armsmen), but I wanted all the troops to be equally useful, just with different pros and cons.
Compare Tolranian Archers to Elintoran Rangers - pretty much the same armor and health, ~25% lower ranged damage but ~50% lower price, easier to train but with no further potential (unlike ERs that can still be upgraded - after earning a lot of experience - into Crimson Rangers).
If anything, Tolrania does have pretty good tactical troops, troops that are fast&easy to train even by only using Trainer skill (=> i.e. no risks of losing them in battle until they reach high tiers), troops that are cheap but still decently armed&armored (morningstars and high-damage bows) and pretty good when used tactically (i.e. not just F1F3). Famous Swadian Knights are more of an overpowered F1F3 troop type than good tactical troop, imo.
Geldar is more similar to Swadia in this regard - horrible starting conditions, hard to save, but has some of the best troops in the mod (i.e. Geldarin Dukes).