Hi!
I think there should be more than Noble and temporary "Rebel" clans. I think there should be at least "Trading clans" and "Bandit clans" as well.
Base feature: Label/categorize clans.
The current labels are "Noble", "Mercenary" and "Temporary/Rebel"
The categories I can see existing right now is:
A noble clan is all current main-faction- clans. All current clans in factinos are Noble clans. Everything that exists on clan management currently is for the default Noble clans. <Above the label, I will not cover their functionality any deeper>
A Mercenary clan is the clan of a minor faction. <Above the label, I will not cover their functionality any deeper>
A Rebel clan is a soon-to-be-noble-if-successful. <Above the label, I will not cover their functionality any deeper>
And here is the new clan-types covered by this suggestion:
Feature: AI connected to clan label/category.
Feature: Depending on category, leveling the clan provides different benefits
Trading clan/Merchant familly
In each realm there is several merchant- famillies reprecenting the burgher-class. They spawn partners to their adult children, who joins the clan. They focus on trade alone, upgrading the trading clan unlocks more caravans. AI Trading clans is not and can not be members of any kingdom. They are massively against warfare. Merchant notables favours a trading clan, and put their influence behind them. Trading clans spend influence on keeping the peace and protecting their caravans(they can get better caravan-troops with influence)
Players as trading clan: Can't become a mercenary, swear fealty or form kingdom(Does not have the kingdom tab.) and can't rule holdings. They have an extended pool of merchant-quest. They can upgrade recruits into caravanguards.
Bandit clan
Each bandit hideout is "ruled" by a bandit-clan. Gang leaders might favour a Bandit clan and put their influence behind them. They spawn partyleaders(not companions, "familly-members"). Bandit clans with a hideout pay very little for troops, they have lots(+200%) of very small parties(partysize -50%).
Player as bandit clan: Is a weat dream of mine and has an idea of how it chould/could work but the game lacks too much support for it atm. If this or something simelar became true, I´d love to suggest a way forward!
Retainie clan
This is a noble-to-be/low nobility clan. They are spawned out misery - a notable in low protected villages might spawn one. Village landowners might support a Retainie clan, providing their influence as a income(also pays less to their noble lord). Kings needing new vassals can recruit one such low.noble, promoting it to a Noble clan. They are small bands mainly policing the land around their supporters villages. Level up the clan gives very little- they remain few in numbers and low party-count.
Player as Reteinie Clan: Yes. Via a issue in poor villages. Special pool of quests with lord and supporters.
I think there should be more than Noble and temporary "Rebel" clans. I think there should be at least "Trading clans" and "Bandit clans" as well.
Base feature: Label/categorize clans.
The current labels are "Noble", "Mercenary" and "Temporary/Rebel"
The categories I can see existing right now is:
A noble clan is all current main-faction- clans. All current clans in factinos are Noble clans. Everything that exists on clan management currently is for the default Noble clans. <Above the label, I will not cover their functionality any deeper>
A Mercenary clan is the clan of a minor faction. <Above the label, I will not cover their functionality any deeper>
A Rebel clan is a soon-to-be-noble-if-successful. <Above the label, I will not cover their functionality any deeper>
And here is the new clan-types covered by this suggestion:
Feature: AI connected to clan label/category.
Feature: Depending on category, leveling the clan provides different benefits
Trading clan/Merchant familly
In each realm there is several merchant- famillies reprecenting the burgher-class. They spawn partners to their adult children, who joins the clan. They focus on trade alone, upgrading the trading clan unlocks more caravans. AI Trading clans is not and can not be members of any kingdom. They are massively against warfare. Merchant notables favours a trading clan, and put their influence behind them. Trading clans spend influence on keeping the peace and protecting their caravans(they can get better caravan-troops with influence)
Players as trading clan: Can't become a mercenary, swear fealty or form kingdom(Does not have the kingdom tab.) and can't rule holdings. They have an extended pool of merchant-quest. They can upgrade recruits into caravanguards.
Bandit clan
Each bandit hideout is "ruled" by a bandit-clan. Gang leaders might favour a Bandit clan and put their influence behind them. They spawn partyleaders(not companions, "familly-members"). Bandit clans with a hideout pay very little for troops, they have lots(+200%) of very small parties(partysize -50%).
Player as bandit clan: Is a weat dream of mine and has an idea of how it chould/could work but the game lacks too much support for it atm. If this or something simelar became true, I´d love to suggest a way forward!
Retainie clan
This is a noble-to-be/low nobility clan. They are spawned out misery - a notable in low protected villages might spawn one. Village landowners might support a Retainie clan, providing their influence as a income(also pays less to their noble lord). Kings needing new vassals can recruit one such low.noble, promoting it to a Noble clan. They are small bands mainly policing the land around their supporters villages. Level up the clan gives very little- they remain few in numbers and low party-count.
Player as Reteinie Clan: Yes. Via a issue in poor villages. Special pool of quests with lord and supporters.