Something that breaks my immersion in Bannerlord is all the instant knowledge/communication/transacting that takes place in the game. When an Army is formed, all the parties called to it instantly know that and where they have to go. When you start the game you have detailed knowledge about everyone and everywhere that matters. Your caravans somehow instantly transfer their profits from the other side of the map to your coffers. So do your Clan's parties with the profits from prisoners/loot. The Clan and Kingdom management menus make all sorts of communication and politics abstract and often instant.
This is also one of the reasons why Kingdoms currently act like ruthlessly efficient war machines. They have almost perfect knowledge of the world and instant coordination, all the inefficient overhead that would exist in a medieval world is "streamlined" away. Yet that overhead is exactly why I usually prefer games set in ancient times over those in modern times. The overhead prevents them from becoming spread-sheet simulators.
I would be interested in eventually developing a big "realism" mod that introduces a lot of this missing overhead, possibly as a team. Some possible features could be:
Not only would these make the world more believable and alive, most also unlock a ton of strategic potential. By grounding more activities to time and the campaign map, they are also opened up to disruption.
I realize this would be a lot of work, but Bannerlord is a rough diamond and I expect it will have a big and dedicated modding community. So I think we can afford to be ambitious. I will certainly do my part.
Any thoughts or suggestions?
This is also one of the reasons why Kingdoms currently act like ruthlessly efficient war machines. They have almost perfect knowledge of the world and instant coordination, all the inefficient overhead that would exist in a medieval world is "streamlined" away. Yet that overhead is exactly why I usually prefer games set in ancient times over those in modern times. The overhead prevents them from becoming spread-sheet simulators.
I would be interested in eventually developing a big "realism" mod that introduces a lot of this missing overhead, possibly as a team. Some possible features could be:
- Adding Messengers as physical parties, carrying orders/information between Lords. If they get killed, the message is lost/intercepted.
- Political/Policy decisions are made by a council of Lords physically present at a certain location. Can't make it in time? Too bad, no vote for you.
- Restricting Gold transfers to direct party-party and party-settlement contact, possibly settlement-settlement through gold transport parties.
- Adding Fog of War and an initially near-empty Encyclopedia.
- Making after-battle looting cost time, like raiding villages.
Not only would these make the world more believable and alive, most also unlock a ton of strategic potential. By grounding more activities to time and the campaign map, they are also opened up to disruption.
I realize this would be a lot of work, but Bannerlord is a rough diamond and I expect it will have a big and dedicated modding community. So I think we can afford to be ambitious. I will certainly do my part.
Any thoughts or suggestions?