The gist of my argument here is that Steward currently has too many responsibilities assigned to it and Trade/Leadership are lacking in the perks they can assign to the player. Steward should delegate some its responsibilities to Leadership and Trade while having a specific purpose in what it is responsible for in game.
There is also an egregious cost vs reward in three perks. Steward is the easiest stat to level in game by just ensuring to have food variety, while Leadership and Trade will take dozens of hours to level up. By the time the player levels up Leadership and Trade, the majority of their perks are redundant and offer no real benefit.
Steward needs to be a governor focused skill tree, while Trade needs to account for more than just trade penalty and Leadership should be the determining stat for party size/base morale.
Here are my suggestions for a possible rework.
Steward
1) Party size should be determined by Leadership, not Steward.
2) Steward is focused on governorship entirely.
3) Leveling is based on raising the stats of a settlement (prosperity, loyalty, population, security), constructing add-ons, ensuring high food surplus, and running projects.
4) Perks reduce the maintenance cost of settlements, raise power of notables, increase stats of settlements, augment militia, and boost effectiveness of projects.
Trade: Re-purposed as Quartermaster or Logistics
1) Leveled by having plentiful amount of food, variety of food, maintaining party inventory to acceptable levels, managing caravans, having profitable workshops and selling goods for a profit
2) It's perks reduce party food consumption, reduced trade penalty, generates trade rumors, reduced party wages, increased workshop production and reduced barter penalty.
Leadership
1) Determines party size and base party morale
2) Base morale it provides should be reduced so 100 is not possible unless this perk is heavily invested into.
3) Leveled by maintaining high morale, leading armies, killing a large portion of enemies during a battle, defeating enemy lords in battle, and winning decisive victories over large armies or siege battles.
4) Perks would provide morale bonuses in unique situations, amount of troop/companion exp generated, level of recruits from notables, renown bonuses from situations, and morale penalties inflicted on enemy troops.
While these are all just suggestions, the ONE thing I would like people to get out of this thread is that Trade needs to be reworked. It is the most costly trait to invest into, takes the most amount of work to level up, and has the least beneficial long-term rewards of any stat in the game. Trade should not be the pre-requisite for trading fiefs, and getting 250 to do so is such a costly venture that I would not recommend anyone to do so.
It is nearly impossible in current game to get companions/clan members to level up their trade skill, and the rewards offered by loot/crafting far outshine any reward you could get from trade. I desperately plea for some sort of rework to this skill to make it a worthwhile investment for players.
There is also an egregious cost vs reward in three perks. Steward is the easiest stat to level in game by just ensuring to have food variety, while Leadership and Trade will take dozens of hours to level up. By the time the player levels up Leadership and Trade, the majority of their perks are redundant and offer no real benefit.
Steward needs to be a governor focused skill tree, while Trade needs to account for more than just trade penalty and Leadership should be the determining stat for party size/base morale.
Here are my suggestions for a possible rework.
Steward
1) Party size should be determined by Leadership, not Steward.
2) Steward is focused on governorship entirely.
3) Leveling is based on raising the stats of a settlement (prosperity, loyalty, population, security), constructing add-ons, ensuring high food surplus, and running projects.
4) Perks reduce the maintenance cost of settlements, raise power of notables, increase stats of settlements, augment militia, and boost effectiveness of projects.
Trade: Re-purposed as Quartermaster or Logistics
1) Leveled by having plentiful amount of food, variety of food, maintaining party inventory to acceptable levels, managing caravans, having profitable workshops and selling goods for a profit
2) It's perks reduce party food consumption, reduced trade penalty, generates trade rumors, reduced party wages, increased workshop production and reduced barter penalty.
Leadership
1) Determines party size and base party morale
2) Base morale it provides should be reduced so 100 is not possible unless this perk is heavily invested into.
3) Leveled by maintaining high morale, leading armies, killing a large portion of enemies during a battle, defeating enemy lords in battle, and winning decisive victories over large armies or siege battles.
4) Perks would provide morale bonuses in unique situations, amount of troop/companion exp generated, level of recruits from notables, renown bonuses from situations, and morale penalties inflicted on enemy troops.
While these are all just suggestions, the ONE thing I would like people to get out of this thread is that Trade needs to be reworked. It is the most costly trait to invest into, takes the most amount of work to level up, and has the least beneficial long-term rewards of any stat in the game. Trade should not be the pre-requisite for trading fiefs, and getting 250 to do so is such a costly venture that I would not recommend anyone to do so.
It is nearly impossible in current game to get companions/clan members to level up their trade skill, and the rewards offered by loot/crafting far outshine any reward you could get from trade. I desperately plea for some sort of rework to this skill to make it a worthwhile investment for players.