Overthinking Numbers of Nodes and Their Populations
So I'm sick and bored and decided to do some theorycrafting about what number of node stages will work with the population and the number of total nodes(85) one can become a citizen of.
THIS IS ALL THEORY
Note: excluding the castle nodes as they aren't relevant in regards to citizenship of a node.
So just to get a sort of baseline I looked at the node stage simulator Intrepid showcased. At the peak of the progress of the timeline I counted the different nodes and their stages out of 111 and got the numbers as follows
Percents rounded down
Stage 2- 46 (41%)
Stage 3- 20 (18%)
Stage 4- 20 (18%)
Stage 5- 15 (13.5%)
Stage 6- 0
While there were no Stage 6, the maximum of 5 would put them between 4% and 5%.
So after using this as a basis, I noticed a sort of issue with having extra lower level nodes that aren't vassal nodes to try to overthrow established late Stage nodes. The issue being noticed where 5 Stage-6 nodes take up 10 Stage-5 nodes, 10 Stage-4 nodes, 20 stage-3 nodes, and 20 Stage-2 or less nodes. This only leaves 25 other nodes to work with for competition to take down high level nodes. Against the other 60. So working with what we have, I separated them out as follows in a layout for a server with 5 stage-6 nodes and the maximum for each stage node existing whike they are up.
Stage 2 or less- 28 (32%)
Stage 3- 28 (32%)
Stage 4- 12 (14%)
Stage 5- 12 (14%)
Stage 6- 5 (5%)
This would allow for 2 unvassalized Stage-5 nodes with their own vassals to contend with any of the 5 Stage-6 nodes. The only downside is there is no room for lower level stage nodes to be unvassalized and fight for dominance against other nodes, just those 2 unvassalized Stage-5 nodes. So I would say to allow for vassals to fight for independence in an effort to fight against their superior and potentially advance in node progression.
That aside, with these proposed numbers, I took the number of nodes eligible for citizenship (57) and divided the number of each node max total by that number for a percentage. I used these numbers to determine a sort of baseline for setting potential populations in nodes depending on stages. The way I did this was take each percentage and apply it to the 10000 player total, and I swapped the totals across each opposite node Stage eligible for citizenship. I.E. I used the percentage total of Stage-3 nodes and applied it to Stage 6. Why did I do this? Because the numbers actually seem to add up pretty well, and otherwise every node would have about 175 citizens.
So with numbers rounded down
Stage 3- 877 total citizens across 28 nodes, 31 citizens each.
Stage 4- 2105 total citizens across 12 nodes, 175 citizens each
Stage 5- 2105 total citizens across 12 nodes, 175 citizens each
Stage 6- 4912 citizens across 5 nodes, 982 citizens each.
This would put roughly 49% of the server as citizens in stage 6 nodes potentially. This would be excellent for economy and content. Though it may be a good idea to spread out citizen population totals more along the lines of
Stage 3-1000 citizens total (10%) 35 citizens each node
Stage 4-2000 citizens total (20%) 166 citizens each
Stage 5- 3000 citizens total (30%) 250 citizens each
Stage 6- 4000 citizens total (40%) 800 citizens each.
Now that all of that rambling is done, you have all of those numbers, and those aren't even considering the 5 castles and their 10 nodes which will house their guilds. So all of this said, does everyone think that there are enough nodes to create the proper amount of conflict despite the vassal system? How many citizens should each node be designed for? Are lower level nodes too cornered to progress with the current vassal systems design?
Did I put way to much thought into this? Yea, probably more than I should've.
Sorry for the ramblings, hope you enjoy the read of my ramblings.