Consolidated Brainstorm list for Future SoD Versions

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Regiments help but the problem is they cost money, and because the regiments would CONSTANTLY be growing, they can INSANELY expensive very fast, so its not all too different.

If I had the choice between spending tonloads on regiments or leving bandits to fight, lime em up for my villian archers please.

Though them being at a rivalry with the commoners and commoners being strong enough to actually fight them would seriously help
 
Is there any particularly good reason why, having gotten permission to level-up guild troops, I should not be able to do so at any castle or town with the correct buildings?

I certainly don't mind being able to do it from the camp menu, but if I can do it there, I'm not sure why I wouldn't be able to level them up the same way all other troops are leveled-up.

Just a matter of convenience, really.
 
I'm also a little knotted of how useless being a mercenary is. the pay is so pathetically low you cant do anything, getting money is basically tornoment hunting and thats not fun.

I get peeved when escorting a caravan from velucia to wercheg gets me only 200. Bandits have helped a little but the jobs themselves need more money
 
I had an idea about edicts.  In my current game I'm playing Marinian, so naturally I have lots of republic-oriented Edicts as opposed to theocratic or autocratic.  Since I wiped out the Khergits and replaced them with a semi-republic, it seems like the Rhodoks ought to be my natural allies.  Perhaps certain types of edicts should improve relations with certain factions.  I'm not sure what kinds of edicts the Swadians, Khergits, Vaegirs, and Nords would prefer, but the Rhodoks should definitely prefer republicanism.
 
kingofopain said:
What are Faith Troops that you are talking about ? I can't find them anywhere, please help me !!  :cry:

get a bunch of fully upgraded noble troops, then shoot your global faith through the roof, and after a while your noble troops will tell you about their faith and you can spend 200 denars to upgrade them to your faith troop.
 
UniversalWolf said:
I had an idea about edicts.  In my current game I'm playing Marinian, so naturally I have lots of republic-oriented Edicts as opposed to theocratic or autocratic.  Since I wiped out the Khergits and replaced them with a semi-republic, it seems like the Rhodoks ought to be my natural allies.  Perhaps certain types of edicts should improve relations with certain factions.  I'm not sure what kinds of edicts the Swadians, Khergits, Vaegirs, and Nords would prefer, but the Rhodoks should definitely prefer republicanism.
I'd loved to see this, there's so much possibility with SoD Unique Law system, I felt so King-like now for the 1st time playing M&B  :mrgreen:
I have been playing M&B since 0.705 and SoD seriously one of 3 greatest mod ever made for M&B!
With so much storyline has been implemented, how about taking 1 step further?
Like Wolf proposed, 1 style of edicts can lead to friendship/alliance of 1 kingdom and hatred/war with 1 other.
SoD have Nobles, Town peoples, Clergy, Village peoples Related edicts and the Caldaria nations could be familiar in some ways.
Of course Religion edicts should be left out of this, since Caldaria are not worshiping the same gods as the Migrating factions.
So:
Nord - Freedom of village peoples and autocratic favoritism (Just a wild guess on Vikings behavior - they have volunteered Viking riders and united invasion so ...  Absolute Monarchy? )
Rhodoks - Total Republican style - Freedom to both villages and towns (Italian city states style -Free cites; Sales by Offices; Representation)
Vaegir - Definably Serfdom and loose-lease of nobles and tight-lease on towns (Old Russian Muscovite Dynasty - Economic Regulations; Senate)
Swadian - serfdom and autocratic
Khegrit - Loose on Nobles; Loose on Villages (Since they are based on Mongol Empire and they are nomad-origins, without a supreme leader such as Genghis Khan then they turned back to old way and kind of loose)

Edicts that Favor 1 fraction of your kingdom (Nobles/Village peoples/Town peoples) will increase/decrease relationship with factions of familiar traits but extreme Edicts such as Freedom city or Enfranchisement, Representation will settle the relationship with one faction and negative with 1 other. Other kingdoms will felt less/more like you but it wont be extreme like the Kingdom that follow your way.

Combine with the imminent threat of the Invasion (a whole continent was conquered, despite how backwater Caldaria is, they SHOULD felt the impact) and some personal relationship with the King, an Alliance is big possibility.

Throw this idea about further, how about implementing forced alliance?
Weaker factions: less centers, 5-10 lords imprisoned, similar edicts could trigger a quest to force alliance on the faction (also with the convincing threat of Imperial Invasion on their heads): You captured their king and force alliance on him, with promise release him and his nobles
They pay weekly tributes, have capped of 80-100 lord parties but still independent - Only one Faction though.

1 Ally - 1 Vassal and Bad boy, this could be seriously fun  :mrgreen:



 
Ultra695 said:
kingofopain said:
What are Faith Troops that you are talking about ? I can't find them anywhere, please help me !!  :cry:

get a bunch of fully upgraded noble troops, then shoot your global faith through the roof, and after a while your noble troops will tell you about their faith and you can spend 200 denars to upgrade them to your faith troop.

What is noble troop ? Where can I get them ??  :cry:
 
kingofopain said:
Ultra695 said:
kingofopain said:
What are Faith Troops that you are talking about ? I can't find them anywhere, please help me !!  :cry:

get a bunch of fully upgraded noble troops, then shoot your global faith through the roof, and after a while your noble troops will tell you about their faith and you can spend 200 denars to upgrade them to your faith troop.

What is noble troop ? Where can I get them ??  :cry:

This is all explained on the main SoD thread.
 
kingofopain said:
How can I access "Kingdom Management" ?  I can't find in in Camp Menu, please help me ! :cry:
You should ask that in the bug thread and not in the suggestion thread.
The Kingdom Management should appear when you have a kingdom. If you have a kingdom and can't access the Kingdom Management you have a bug.
 
kingofopain said:
I got Suno and Grunwalder castle, and I am Rhodok's marshal !! So I still don't have a kingdom ??
Being Rhodok's marshal means you are not Rhodok's king.
Actually joining one of the existing kingdoms is one of the things you really should not do.
You can also find that information on the first page of the download thread and the bug thread.

Cyclohexane said:
- Do not become anyone's vassal or try to make pretender quest in Native.  SoD does not support pretender quests or serving as a vassal to another king!!!
I don't know if joining broke the game for you but my advise it to leave the Rhodok and start your own kingdom.
The easiest way to leave might be to conquer something, ask for it as a fief and when you don't get it keep all the fiefs and leave (at least that's how I do it in native).
 
I was thinking about this while browsing the armor and weapon vendors in-game, and remembered this thread. I checked #14 of the Structures suggestions, and wanted to add my own spin on it:

Perhaps after constructing a blacksmith in a town (not castle or village) a "Royal Smith" building is unlocked. After building the Royal Smith, you can custom order weapons and armor- not just cookie cutter static items, but allow you to tweak the stats. For example, if I'm playing a Villainese light infantryman, I would order a suit of chainmail, sword/shield and a bow. I would have the armor be light (reducing weight decreases armor value; increasing armor value increases cost) and the weapons would be equally nimble. I get tired of traveling from town to town, trolling the markets for useless items.

Now, this wouldn't come cheap and would certainly be end-game type gear, likely for defeating the Legion. Because you could probably fund exceptional armor quickly, perhaps a system could be implemented that each suit of armor is better than the last. For example:

I order my first chainmail tunic for 20,000 denars.
+40 to body armor
+20 leg armor
22 lbs

It works well for a while, then I order my second since my smith sends me a notice that he has developed a more efficient linking method and offers to craft a second suit for 25,000 denars.
+45 to body armor
+22 Leg armor
21 lbs

This would not only provide a (much needed) cash sink, but would make it feel like I'm constantly upgrading my armor past a Lordly Byrnie.
 
How about giving the native mercs a bit of a boost stat wise and equipment wise with a final unit upgrade, for example merc cav become, free knights, sword sisters become sister superiors, hired blades, become great/master blades and merc sharp shooters become merc snipers, obviosuly these are names I've just come up with on the fly but as cheap and easy fodder the native mercs are the best I've found.
 
Sword of Damocles 5.01 Beta - expanding Prisoner capacity

Uhtred of Bebbanburg said:
4. Siege Tactics:
iii.
Deploy a Regiment during Siege Battles—Regiments can be annoying at times. [...snip] And second, when your ladders or tower are ready, click on Party and tell a low level troop to form regiment.  VERY IMPORTANT—this regiment will not join the battle if you start it right away.  You must continue the siege and as quickly as possible click on the castle to go back to siege options.  In the lower left corner of the screen it will tell you in light blue letters that your regiment has joined the battle. Now you can start the battle knowing that you won’t lose any prisoners.  Even if that regiment is killed the prisoners will be in a regiment of zero.  (Maybe in the future you can deploy a regiment in the party screen and it will be in the battle without having to go to the campaign map. Until then always make sure the game tells you they are in the battle.)


Here's another idea, simpler & more elegant : letting us directly modify Leadership bonuses in scripts.txt (where the *%!# is it ?!)

Yes, it's "Leadership", not "Prisoner management", and searches on "Leadership" & "Prisoner" yield a few posts asking for this tweak, which are either met with "use the Search button" or silence.

I'm not sure the "create a 1-man regiment to hold your prisoner overflow" was an intended feature, but definitely a clunky work-around to the Prisoner cap.


Please give a more direct, obvious, & elegant solution to the problem.


Thank you.
 
@AntiChrono :lol: That's pretty funny! The thing about this mod is that it is no longer really supported. When I get the chance I'll go back and make some updates. But I'm not sure when I'll get around to doing that.
 
Computica said:
@AntiChrono :lol: That's pretty funny! The thing about this mod is that it is no longer really supported. When I get the chance I'll go back and make some updates. But I'm not sure when I'll get around to doing that.

I'm not looking for an update, just the "83rd tweak" to bump up Prisoner capacity [EDIT : in SOD 5.0]...


Thank you
 
When in a town or castle, allow players to upgrade all units that they have the ability to upgrade.  Right now, it's a bit painful having to leave a town and go into camp mode to upgrade various mercinary troops.  If you have permission to upgrade them, then you should be able to upgrade them while in town.  Basically, this just saves having to switch back and forth between "camp -> take an action -> upgrade mercenaries" and "enter town -> go to marketplace -> upgrade troops."

As a nice to have:  allow players to upgrade straight from troops with a + to the next level, without having to manually move + troops to being * troops.  This would alleviate some of the switching back and forth between the Party screen and the camp/town upgrade screens.  It would also remove at least some of the pain of "you have too many different kinds of troops in your army to upgrade these units."
 
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