Possible, yes. Sounds game balance breaking though. I could see giving a companion control of a patrolling force around your keep, but not letting them turn into a private army that tags along with you (thereby vastly extending your own).Hanakoganei said:I wonder if it's possible to make companions follow you around as captains of their own army even without turning them into vassals. You know how like those bandit leaders have smaller bandit groups following them too? You can manage their armies, even tell them to recruit more guys of a certain culture like the recruiter from Diplomacy, tell them to patrol a certain point, etc., like they're your vassal. But this way, you can split them from your group any time.
Yes, this is possible if the above were implemented.I also wonder if it's possible to have them re-absorb into your army if you want to, and take all of their soldiers into your army again. If your party is full, you get to that screen where you can choose which soldiers you want to add to your party and let the others go.
I feel that its fairly balanceable. 6 Leadership -> 1 Companion can follow, 8(9/10?) Leadership -> 2 can follow. 150% Wages for all troops in companion parties. Party size capped at 50.Windyplains said:Possible, yes. Sounds game balance breaking though. I could see giving a companion control of a patrolling force around your keep, but not letting them turn into a private army that tags along with you (thereby vastly extending your own).Hanakoganei said:I wonder if it's possible to make companions follow you around as captains of their own army even without turning them into vassals. You know how like those bandit leaders have smaller bandit groups following them too? You can manage their armies, even tell them to recruit more guys of a certain culture like the recruiter from Diplomacy, tell them to patrol a certain point, etc., like they're your vassal. But this way, you can split them from your group any time.
You know I like making presentations, but that is going a bit deeper down the rabbit hole than I would have planned.Duh said:maybe a presentation that allows direct control, instead of having to exchange troops ready to upgrade.
Haha i wouldnt mind helping, if we do get around to making such a feature .Windyplains said:You know I like making presentations, but that is going a bit deeper down the rabbit hole than I would have planned.Duh said:maybe a presentation that allows direct control, instead of having to exchange troops ready to upgrade.
You should enjoy v0.3 then.Hanakoganei said:I also like the idea of the number of total companion parties following you being based on your Leadership skill. Makes it more interesting for people like me who don't focus a lot of points in combat and focus in Int/Cha instead.
It should be useful even with native improvements.Bankoleva said:Are we adding improvements across board to make this feature more useful
What improvements would you like? And yes, this is an open invitation for folks to pile on the ideas here, but I will still balance them with the native ones as I feel necessary. I have been making some alterations to how improvements interact with the module system for easier addition...so here is some options for what improvements can do.Bankoleva said:Are we adding improvements across board to make this feature more useful
Local Garrison
Applicable: Villages
Description: Increases the time it takes to raid a village by 100%. Bandits cannot infest the village.
Cost: 5000 denars + 100 denar weekly upkeep.
This improvement has been added to the Workshop already.
Plant Grain Fields
Applicable: Villages, Castles
Description: Provides a one time payment of 5000 denars.
Cost: 3 full bags of grain (taken from your or your storekeeper's inventory).
Special: Requires +60 days to build. Since building time is usually keyed off of (cost/100)+3 days.
That might not seem like much of a return for a long period, but consider that you can now build 3 things in parallel. A good micro-manager might just have every village and castle building these continually for a long term cash flow.
(Edit: This is now added and working for v0.03)
Armoury
Applicable:Castles, Towns
Cost: 10,000 denars; 100 weekly upkeep
Special: Army stockpiles weapons in armoury in preperation of war and sieges... during siege battles defenders have unlimited range ammo
Traders Guild
Applicable: Towns
Cost: 15,000 denars; no upkeep
Special: Using enhanced trading practices and pricing to global market the trader guild has more trade and higher prosperity to the town. 2% increase to prosperity weekly.
Royal WeaponSmith / Royal Armourer
Applicable: Towns
Cost: 10,000 denars; 25 weekly upkeep
Special: Special trained smiths that are considered the best in the land. These structures increase the rate and possibility of high modified weapons and armor by 50%
Palisades
Applicable:Villages
Cost: 3,000 denars; no upkeep
Special: Defensive structure that limits and restricts cavalry. No horses in village battles
Farmers Market
Applicable:Villages
Cost: 10,000 denars; 50 weekly upkeep
Special: Get food fresh from the farm... All food sold in village has high modifiers and 2% weekly increase to prosperity
Accepted. I like it. (Edit: This is added and now working for v0.03)Armoury
Applicable:Castles, Towns
Cost: 10,000 denars; 100 weekly upkeep
Special: Army stockpiles weapons in armoury in preperation of war and sieges... during siege battles defenders have unlimited range ammo
I'll look into it. 2% weekly increase is a bit steep. I could see an 8% permanent increase though (these get reapplied after everything else).Traders Guild
Applicable: Towns
Cost: 15,000 denars; no upkeep
Special: Using enhanced trading practices and pricing to global market the trader guild has more trade and higher prosperity to the town. 2% increase to prosperity weekly.
I'll look into it. I'll have to look to see how high a chance the base % is before agreeing to a +50% increase on that. The improvement is good though.Royal WeaponSmith / Royal Armourer
Applicable: Towns
Cost: 10,000 denars; 25 weekly upkeep
Special: Special trained smiths that are considered the best in the land. These structures increase the rate and possibility of high modified weapons and armor by 50%
Interesting.Palisades
Applicable:Villages
Cost: 3,000 denars; no upkeep
Special: Defensive structure that limits and restricts cavalry. No horses in village battles
Everything having high modifiers might not be good for folks feeding their armies. I'd prefer to avoid weekly increases to prosperity and focus more towards base increases.Farmers Market
Applicable:Villages
Cost: 10,000 denars; 50 weekly upkeep
Special: Get food fresh from the farm... All food sold in village has high modifiers and 2% weekly increase to prosperity
Well they won't get wrecked in 1-2 raids. More like 4-5 repeated raids without repair and I'll definitely let you know where things are getting broken. Think quests to from a village elder to help repair damaged structures (at any village) and requests from your village elder to repair nearly destroyed structures at your own fiefs.Bankoleva said:I love the idea of damaged improvements as it means this is a contiual feature and not a build it and foget it feature. but in terms of villages that could get a bit.... well overly repetative.
Royal Blacksmith
Applicable:Castles, Towns
Cost: 8,000 denars; 20 weekly upkeep
Special: Over time removes negative prefixes from items placed in it's inventory.
Royal Stables
Applicable:Castles, Towns
Cost: 15,000 denars; 200 weekly upkeep
Special: Over time removes negative prefixes from horses placed in it's inventory. Every week there is a chance to add positive prefix to horses without any.
Accepted. I like the idea, but will need to figure out how I want to go about it.Royal Blacksmith
Applicable:Castles, Towns
Cost: 8,000 denars; 20 weekly upkeep
Special: Over time removes negative prefixes from items placed in it's inventory.
This I am not so sure of.I was thinking about adding possibility to comission upgrade for specific piece of equipment - giving an normal item, paying 10k and waiting some time for improved (masterwork, balanced, thick etc.) version of given item. This would work well as late game money sink, but at the same time would totally remove fun factor of getting rare loot after battles.
Pass. At least in the current state. It isn't that the idea is bad, but the farrier companion role will probably cover the first half of this. I'm am not going to create something with the second half as the new tournament rewards have a chance for these champion horses and I wouldn't want to make it easier than what that system requires.Royal Stables
Applicable:Castles, Towns
Cost: 15,000 denars; 200 weekly upkeep
Special: Over time removes negative prefixes from horses placed in it's inventory. Every week there is a chance to add positive prefix to horses without any.