Excellent idea! You could prohibit caravans of some faction to enter your territory!Winterwolf00 said:Border guards? Caravans have to go through a certain checkpoint to enter the country.Omzdog said:Any more thoughts?
Excellent idea! You could prohibit caravans of some faction to enter your territory!Winterwolf00 said:Border guards? Caravans have to go through a certain checkpoint to enter the country.Omzdog said:Any more thoughts?
A trade embargo? Thats cool, or a raise a tarrif.wrc said:Excellent idea! You could prohibit caravans of some faction to enter your territory!Winterwolf00 said:Border guards? Caravans have to go through a certain checkpoint to enter the country.Omzdog said:Any more thoughts?
HOLD THE SHEILDWALL! KEEP THOSE DAMNED HORSEMEN ON THE BRIDGE!Dalkar said:Expanding the on the bridge option, I'd love to see bridge battles like in Total War. Choke points ftw
I'M not talking about changing buildings. We're talking about culture change and border control.KuroiNekouPL said:Well... Game is played in days, not months or years, it's not enough time, to change buildings in whole towns
wrc said:You mean something like changing scenes over time,I don't know is it possible to make but it's great idea!Winterwolf00 said:Those valleys between the Khergit/Vaegir territory would be ideal for putting that border line.
Now here's another question, should we simply have borders, or should we also have areas of cultural influence? Like if you hold an area long enough then the local culture starts to look like the culture that controls it. This should be optional of course.
Also a good idea. A road going through the forest would be faster but also more dangerous.KuroiNekouPL said:wrc said:You mean something like changing scenes over time,I don't know is it possible to make but it's great idea!Winterwolf00 said:Those valleys between the Khergit/Vaegir territory would be ideal for putting that border line.
Now here's another question, should we simply have borders, or should we also have areas of cultural influence? Like if you hold an area long enough then the local culture starts to look like the culture that controls it. This should be optional of course.
It was a response, to this one.
You post too fast and I didn't noticed, that there are more posts after this
EDIT:
Since you mentioned bridges, what about roads? It should increase speed and caravans should route only on them. No riding through forests and such
Also, AI parties would often choose to go on roads, to get faster, so you could predict where you could meet your enemy
Yeah,trade embargo would be the right words.And idea about trade routes is great,so you could always check are your caravans doing something or not!Winterwolf00 said:A trade embargo? Thats cool, or a raise a tarrif.wrc said:Excellent idea! You could prohibit caravans of some faction to enter your territory!Winterwolf00 said:Border guards? Caravans have to go through a certain checkpoint to enter the country.Omzdog said:Any more thoughts?
The Checkpoints could be either on a bridge or in a valley.
The idea is to have somewhere thats defensible.
I can see a new type of quest from this.wrc said:Yeah,trade embargo would be the right words.And idea about trade routes is great,so you could always check are your caravans doing something or not!Winterwolf00 said:A trade embargo? Thats cool, or a raise a tarrif.wrc said:Excellent idea! You could prohibit caravans of some faction to enter your territory!Winterwolf00 said:Border guards? Caravans have to go through a certain checkpoint to enter the country.Omzdog said:Any more thoughts?
The Checkpoints could be either on a bridge or in a valley.
The idea is to have somewhere thats defensible.
You've got something similar in many mods,patrols,but they usually count about 15-20 men!After you defeat them,new one is spawned!Pundragon said:Interesting read so far. Personally I'd like to see towns/castles have npc Captains/Guards that operate the garrison when lords are not present. If enemies try to go past they would rally forth a portion of the garrison to try and drive them away or intercept them. That would be their only purpose. Maybe they would have to be individual troop type so if/they die another gets spawned to replace them. Not sure if any of this is possible though.
This is an interesting idea, although I think they could have more use then that.Pundragon said:Interesting read so far. Personally I'd like to see towns/castles have npc Captains/Guards that operate the garrison when lords are not present. If enemies try to go past they would rally forth a portion of the garrison to try and drive them away or intercept them. That would be their only purpose. Maybe they would have to be individual troop type so if/they die another gets spawned to replace them. Not sure if any of this is possible though.
Agree,but you can already issue orders to your lords about patrolling around specific castle or town(when you are a king of course)!In TEATRC mod you have characters with names but they usually belong to bandits or something similar,and factions patrols are something like black knights,they usually beat the **** out of me!Anyway,concerning border patrols,that would be amazing!Winterwolf00 said:This is an interesting idea, although I think they could have more use then that.Pundragon said:Interesting read so far. Personally I'd like to see towns/castles have npc Captains/Guards that operate the garrison when lords are not present. If enemies try to go past they would rally forth a portion of the garrison to try and drive them away or intercept them. That would be their only purpose. Maybe they would have to be individual troop type so if/they die another gets spawned to replace them. Not sure if any of this is possible though.
I'm sure it wouldn't be to hard to stick names and appearance to the rest of the npc's.
Winterwolf00 said:This is an interesting idea, although I think they could have more use then that.
I'm sure it wouldn't be to hard to stick names and appearance to the rest of the npc's.
And I mean ALL the NPC's, I get so annoyed at the laziness of all the villagers names being *Villager*.
Uh,those are amazing ideas,especially the one about expensiveness during wars!And yeah,bribing would be great.But I wouldn't be so sure about implementation,if you've ever tried Brytenwalda,you could see what human imagination can do.You have spies and lot of stuff that are uncompetitive!God bless pure imagination!KuroiNekouPL said:Since we are talking about economy:
- Clear production of goods like in old M&B: City X provides A, needs B. City Y provides B, but needs A. Honestly, Now I don't really know where to buy/ sell goods.
- Send caravan with certain good to a certain place.
- Weapon and armour trading. Buy cheaper in peace, sell more expensive in war.
- Bigger impact of wealth on warfare. Wealthy nations/lords should be able to have more and better troops than poor ones.
- Outside Calradia trade - import/export of exclusive goods in certain towns(Sea ports, towns near Calradian passes)
- Bribing.
That's all I got right now. What do you think?
btw. I know it wont be implemented... (I'm sure that nothing will be implemented at all)
Good suggestions, but I think you'll need a new thread for all that.KuroiNekouPL said:Since we are talking about economy:
- Clear production of goods like in old M&B: City X provides A, needs B. City Y provides B, but needs A. Honestly, Now I don't really know where to buy/ sell goods.
- Send caravan with certain good to a certain place.
- Weapon and armour trading. Buy cheaper in peace, sell more expensive in war.
- Bigger impact of wealth on warfare. Wealthy nations/lords should be able to have more and better troops than poor ones.
- Outside Calradia trade - import/export of exclusive goods in certain towns(Sea ports, towns near Calradian passes)
- Bribing.
That's all I got right now. What do you think?
btw. I know it wont be implemented... (I'm sure that nothing will be implemented at all)