Some reputations are set up to be diametrically opposed - reputation gains and losses from political intrigue or affronted suitors and the ladies you woo.
#Mount and blade viking conquest reputation free
Few reputation gains are truly free - even the military rescue of an embattled lord carries combat risk. Reputation: Not only is reputation balanced against considerations of time, money, honor, and military expedience, each reputation must be balanced against other reputations. However, by releasing them you gain honor which has long term benefits. In the short term it is advantageous to hold enemy lords as it decreases the number of troop stacks wandering the map. Military Expedience typically operates at odds with honor. Setting enemy lords free brings them quickly back as a military power, again raising time as a specter. Maintaining and building honor can eat away at quest income, which also raises the specter of time. Honor costs money, time, and military expedience. While honor can provide reputation gains with that segment, maintaining honor by refusing certain quests can degrade your reputation with others. Having honor affects the reputation gain of a certain subset of lords' personalities that are also honorable quite rapidly if you have never met them. Honor is also lost if you refuse to give up a lady's suit after losing a duel. Honor is lost when enemy lords are captured for ransom and upon completion of certain "dishonorable" quests. Honor is gained when enemy lords are let go, when certain quests are completed without pay, and when political quests are handled in a certain manner. Losing fights usually costs both money and time. However, such engagements can quickly wear down your troops and your character's health. Winning when at a severe numerical disadvantage tends to yield large amounts of renown quickly. Greater Risk typically generates greater rewards, particularly so with combat and renown. Since almost all players will earn renown at some point or another, the greatest trade off for renown is the costly time needed to attain it and the largely combat risks associated with trying to build renown faster. Just as importantly, a player's party size is closely tied to renown. NPCs also react differently to players with high renown, and life, in terms of time, money, fief-owning, kingdom building, and reputation are all lubricated with renown. While no game situations demand renown to be given up, many situations are out of the reach of players without a certain level of renown - namely the abilities to become a lord or lady, the ability to woo, ask for, and marry a lady, the ability to become a marshall, and the ability to lead a claimant's rebellion. Renown becomes harder and harder to earn the higher the player's level. Almost all actions will yield renown, but renown also degrades with time, and with certain failures. Renown: Renown is the player's personal fame. In Calradia, as in the real world, money also buys time - hiring a mercenary party at a premium may be better than training a recruit from scratch. When making strategic decisions, money is most commonly a trade-off for honor, reputation, and military expedience. Money is spent most expensively on troop upkeep and equipment for the player and heroes, but also on recruiting, certain quests, food, bribes to bandits, lords, commoners, and feasts. Different players can use character strengths to increase income-a player with a high trade skill can earn more from trading whereas a player with high looting may consider battle or pillaging, while a player who is a lord may rely largely on taxes, and a player with high persuasion might rely on quests. Money ( Denars/ Thaler): Money is made from quests, taxes, trade, pillaging, battle, tournaments, and from prisoners as ransoms.