Others have said this, but it deserves its own topic. This would give another strategic advantage to castles, it would make them more useful and interesting. 1 notable per castle maybe?
Thoughts?
Thoughts?
I've been saying this for over 6 months. It would add a bit of interesting gameplay and make castles more valuable without adding too much complexity. I doubt TW will do it but I'm sure there will be modders who see the value in it.Don't think it needs to be 'only'.
What would be interesting (and unique, and logical) for castles is to recruit owning culture nobles, not original culture - and perhaps, only by the owning clan, not every passing party.
Mexxico (no tag, no reason to disturb him) has said the following in another thread. I believe the "own culture" castle noble is a solid feature but I do not think there is much probability of it happening based on the last sentence.They really need to add some notables to castles giving noble troops or atleast anything to make castles worthwhile to hold, right now they are just worse cities in every aspect.
Notables giving these troops will increase in 1.5.10 (2 next patch). All rural notables at villages bounded by castle will give these noble troops. Currently only rural notables and headman with 200+ power are giving them but this will change. Currently about 20% of village notables are giving noble troops this will be around 33% with new rule.
Also these notables can give noble troops from even first slots. Currently there are mostly tier-1 common recruits at first slots. This is not guarenteed but will be evaluated.
I will suggest adding 1 notable to castles for giving noble troops but it has less chance to be accepted. Anyway even this is not accepted these rare troops will be more common.
This is good news but a shame it seems it'll be difficult to add any notable to the castles themselves, it's strange how TW seems fine with castles doing nothing beyond being a troops stash.Mexxico (no tag, no reason to disturb him) has said the following in another thread. I believe the "own culture" castle noble is a solid feature but I do not think there is much probability of it happening based on the last sentence.
Yeah no patrols no manhunters no one to keep bandits under control except to hunt them yourself and at some point that becomes impossible. I really don't understand what TW was thinking when they decided that this wasn't important.Another way castles could be more useful is if they generated defensive scout patrols that searched the surrounding area for bandits/enemy armies.
another very important thing missing, would be awesome if each castle generated a patrol to keep bandits and small enemy parties away from their attached villages.Yeah no patrols no manhunters no one to keep bandits under control except to hunt them yourself and at some point that becomes impossible. I really don't understand what TW was thinking when they decided that this wasn't important.
another very important thing missing, would be awesome if each castle generated a patrol to keep bandits and small enemy parties away from their attached villages.
that's an easier solution of course but i would like it to take troops from the garrison roaming around the fiefs.Can you attack those patrols though? Because then the player can cheese the mechanic to drain a castle. I would prefer something more abstract: Based on a constructed building in the castle (player agency), a percentage/fixed number of the garrison can be added to the village defense when attacked.
Easy solution!
It's easy to prevent such a thing from happening: make a castle only generate a patrol once per season, and stop generating patrols if the garrison falls below a certain number of troops.Can you attack those patrols though? Because then the player can cheese the mechanic to drain a castle. I would prefer something more abstract: Based on a constructed building in the castle (player agency), a percentage/fixed number of the garrison can be added to the village defense when attacked.
Easy solution!
This would be an excellent change as it:Others have said this, but it deserves its own topic. This would give another strategic advantage to castles, it would make them more useful and interesting. 1 notable per castle maybe?
Thoughts?
Yeah, immersion-wise it would make a lot more sense for noble troops to only come from castles.This would be an excellent change as it:
1. Gives Castles some real meaning/tactical advantage besides being cheaper places to store Troops.
2. Would help balance them against towns a bit which provide you with way more recruits (and income).
3. All these efforts to add more Noble Troops to villages is just going to do the following:
Also lore wise it makes more sense these units would only be available at Castles. Why would you be getting Fians, Cataphracts, etc. from humble little villages? Wouldn't these elite warriors need to be trained somewhere?
- Make it harder to recruit regular veteran troops (I may not need/want all Noble units in the last 3 slots you know?)
- Will help keep Noble troops from becoming too prevalent
Unfortunately I'm guessing TW won't do this namely because Castles don't offer recruits and adding that effects a great many things. i.e. how A.I. Parties recruit, the effect of essentially providing more troops to the game world as well. Though honestly I think it would be a worthwhile effort. Still won't be surprised if someone mods this in at some point. Folks have already added quite a few additional menu items to towns/villages.
Disagree. It's already a pain in the behind enough to recruit noble troops. The are fun to use and add to the lore of each kingdom, and restricting them behind castles would preclude many roleplay possibilities. There are other ways to make castles matter such as zones of control, etc.