Camp followers would act similar to a garrison. They would increase as the party/army travels, but only to the constraints that the commander allows.
They could be made up of:
Detrimental:
Player has the option of choosing who/what to include:
Families:
Pros: Faster healing due to having assistants.
Cons: Cost of expertise (less than medically inclined companions).
Hunters – Slows food consumption while traveling:
Pro: Food lasts longer.
Con: Greater chance of being 'spotted' from a distance.
Con: Possible fines if found hunting on 'royal hunting grounds' of neutral faction.
Cooks – Fresh meals:
Pro: Morale boost from freshly cooked meals.
Pro: Soldiers get more time to recover from fighting/travel.
Pro: Boosts to strength healing.
Con: Possible food poisoning.
Con: Increased food consumption.
Con: Greater morale loss from low food variety.
Craftsmen – Maintains equipment:
Note: Possible buffs depending on skill level and type to items in their area of expertise.
Anything to get the soldier's minds off of the battles and long marches.
Note: This could develop into its own subcategory for management, or even an entirely new trade commodity if one were so inclined.
They could be made up of:
- Sweethearts/families of the soldiers.
- Skilled craftsmen.
- Entertainers.
- Prisoners turned slaves.
- General laborers.
- Injured units who can no longer reliably fight but are unwilling to, or cannot, return home.
- Maintaining equipment after a battle.
- Setting up/tearing down camps.
- Managing supplies.
- Cooking
- Entertainment.
- Burying the dead.
- Watching over prisoners during battles.
Detrimental:
- Slower party/army movement speed.
- Higher resource usage (food, bulk supplies).
- Higher visibility to enemies/settlements based upon size.
- Possible new events:
- Stolen supplies: Some of your camp followers have absconded with some of your supplies/gains:
- Spawns x small groups of peasants/defector parties (ie: The old serf wrangling quest).
- Sickness: Some of your troops got sick. They've been put on wagons, but you will need to move slower for them to recover.
- Party/army movement speed decreased.
- Drunk and disorderly (if you have wine or beer in your supplies): Some of your men got drunk and became rowdy. Your group moves slower to allow those injured to keep up.
- Party/army movement speed decreased.
- Starving: There are not enough food options for the troops and what is there is not enough.
- Send small parties out to nearby villages/friendly towns for supplies while the main party/army waits.
- Chance to force disband army if stocks are too low.
- Animals escape (If you have cows, sheep, or hogs): Some of your livestock got away during the night. Trackers have been sent out to find them, but it may take time.
- Dispurses a number of 'herds' each containing some of the escaped animals.
- Look for the animals yourself (time to recapture once engaged depends on the type of animal involved, the size of your party, and your tactics skill).
- Send out parties to reclaim the animals (sends out companion led parties with pre-determined numbers, matching the number of animal 'herds' dispursed).
- We don't need them (ignore the loss and move on. Could cause morale/desertion/relationship issues if the starvation issue pops up soon after).
- Stolen supplies: Some of your camp followers have absconded with some of your supplies/gains:
- Faster post-battle recovery.
- Faster siege camp deployment.
- Faster siege engine build time.
- A morale boost from entertainment.
- Healing and strength buffs from prepared meals.
- Faster healing due to having assistants.
Player has the option of choosing who/what to include:
Families:
- Pro: Boosts morale to soldiers who are able to spend time with their families on the road.
- Con: Decrease morale for soldiers who have no family with them.
- Event ideas:
- New birth:
- Pro: Boosts morale.
- Con: Possibly have veteran soldiers attempt to 'retire' to care for their growing family.
- Option to 'gift' money to the new parent which may cause them to retire early or solidify their loyalty.
- Sick member:
- Pro: Option to infiltrate sick person into enemy camp/town/castle to spread the disease.
- Con: Decrease morale for soldier.
- Con: May make soldier unavailable until resolved.
- Con: May spread sickness.
- Con: Decrease morale if family member is sent away to heal.
- Death:
- Pro: Less mouths to feed?
- Con: Morale loss if noncombatant.
- Con: Greater chance to desert.
- Con: Mourning period – unavailable for combat.
- Con: Decreased combat ability due to emotions.
- New birth:
Pros: Faster healing due to having assistants.
Cons: Cost of expertise (less than medically inclined companions).
Hunters – Slows food consumption while traveling:
Pro: Food lasts longer.
Con: Greater chance of being 'spotted' from a distance.
Con: Possible fines if found hunting on 'royal hunting grounds' of neutral faction.
Cooks – Fresh meals:
Pro: Morale boost from freshly cooked meals.
Pro: Soldiers get more time to recover from fighting/travel.
Pro: Boosts to strength healing.
Con: Possible food poisoning.
Con: Increased food consumption.
Con: Greater morale loss from low food variety.
Craftsmen – Maintains equipment:
Note: Possible buffs depending on skill level and type to items in their area of expertise.
- Blacksmith - maintains:
- melee weapons (bonus to melee weapons).
- metal throwing weapons (bonus to throwing weapons)
- horseshoeing (reduced chances of horses going lame, bonus to travel speed).
- Armorer - maintains metal armor (bonus to armor rating).
- Leatherworker - maintains leather armor (bonus to maneuvering)
- Tailor - maintains cloth armor (bonus to morale for all troops)
- Fletcher - maintains arrows (bonus arrow count at the start of a battle, possible bonus to accuracy)
- Bowyer - maintains bows/crossbows
- Herbalist - gathers healing herbs (bonus healing rate)
Anything to get the soldier's minds off of the battles and long marches.
- Jesters
- Fortune tellers
- Minstrels
- Bedwarmers
- Skilled - Increases construction speed of siege engines.
- Unskilled - Increases construction speed of camps and siege camps.
Note: This could develop into its own subcategory for management, or even an entirely new trade commodity if one were so inclined.
- Require an overseer.
- Unreliable/prone to escape attempts.
- Slower work speed.
- Low cost/maintenance requirements.
- Shackles are optional, but more overseers are required without them.
- Shackles limit speed/task options.
- Increase the experience gain of new recruits.
- Limited knowledge of equipment care, for the commander who doesn't want craftsmen around.
- Can act as overseers for prisoners.
- Can help in construction/setup for sieges, albeit slower than more able-bodied options.
- Can do most other specialized tasks to a limited degree and are more prone to mishaps.