Sorry if this just derails the current conversation, but had to get this off my chest. Going to try and follow the allotted format for this that Windy set.
Warning, this is a little long.
Top 3 things I dislike (aiming to be constructive).
1. The new troop tree (this might take a bit, see below for my thoughts)
2. The new Manhunters (at least in the basic version [the only one I've tried]). With the lack of upgrading them now they just suck.
3. The lack of mercenaries (connected to the new troop tree stuff, yes, but its really hard to think of problems with this mod).
Top 3 things I like.
1. The player/troop abilities/skills. This is amazing on so many levels
2. The new quests and the different ways they can unfold (I really want more companion quests!).
3. The new Troop tree (>_<). My opinion of it is complicated.
1 thing to change about the mod
1. I'd really like to see a means of getting the companions to get over their dislikes of other companions, preferably through some quest/event thing. For example Ymira and Matheld dislike each other, on the basis of their respective upbringing. However I feel they could be friends as they are both people who have had to run away, and want to change so as to make sure this doesn't happen again. There could be a system for sending 2 or 3 companions on a mini mission which once complete removes their dislike for each other.
Having said all this however the real crux of this post is the new troop system. I really like the concept of this, but the way it is at the moment means I find it more annoying than the default system. Let me explain.
Windy from your the blog on the wiki I've boiled down your issues with the native system to 2 main problems being lack of realism (relatively) and how it quickly became a chore. I do agree that these were problems with the native system and need addressing. I don't however think the current system does (to put it bluntly, no offence intended). It also has introduced some new problems such as the relative value of troops skewing the further into the game you get and village relation lossing a lot of value. Thus I’ve tried to come up with some ways of addressing these new problems while keeping the new system mostly intact (because it does have some awesome parts).
First is the issue of “reality”, such as how you would have to pay so little for the upgrades the troops received (such as armour, weapons, horses) and I think this was entirely a conceptual problem. See I think the cost to upgrade troops was really only ever developed as a balancing mechanism, not a thematic mechanism. I say this because you don't actually own the gear the troops use, they do. I feel this would be obvious in game except for the above mentioned payment to upgrade them. These troops are always thematically at least freelancers/soldiers of fortune. You visit towns and adventurous souls looking for fame and fortune follow you. The only difference between these and the mercs you hire is their gear and name.
The system I've thought to deal with this would be to remove all upgrade between troop type costs, and instead raise their upkeep cost to better represent the thematic system. Of course I'm not sure how hard this would be to also balance the lord's troop sizes (do they even pay upkeep?).
The next question is how do you then re-introduce the mechanic of upgrading troops that can co-exist with your new system, and avoid re-introducing the reasons for which you removed it.
In point form the system would have to meet these 3 criteria
1. the system couldn't be mandatory, e.g somehow impinge on the working of the new system.
2. the system couldn't be chore-like, something that is very monotonous and repetitive.
3. be balanced relatively to the alternative of only purchasing troops. (so as to keep balance with the AI lords)
I think this system below could work.
First you introduce a new panel which is next to the existing troop recruitment panel. This would be called the upgrade panel. Here you could take troops you own, and upgrade them to their logical successors. Ideally the action of upgrading troops should be cheaper than purchasing them outright, but only troops with the veteran and higher prefix can be upgraded (signifying the lack of requiring to train them). With this you have the added benefit of being able to give trainer back its old ability whilst stopping it from being the awesomely overpowered.
Then there are ways this could be expanded further but would probably take a lot more work. The first extension would be a system equivalent to the shopping list/auto loot system. Except in this case you take certain troops to be automatically upgraded to a certain successor whenever you visit a town/place with that option. I feel however that it would be hard to make both the system in which this is done and a U.I for it so its not that important.
Finally to further develop the problems added (and to propose some systems for dealing with them).
I mentioned troop value being skewed, what I mean is that in native, due to the time cost of getting each high tier troop they had a much higher relative value compared to the cannon fodder. However in this new system that’s inverted because the only barrier to higher tier troops really is money, which becomes less of a problem the further you get (generally speaking). To fix this you could develop the resource of recruitment. By this I mean instead of just having veterans, mercenaries, peasants and horses you could have something like this.
| Tier | Peasants | Mercenaries | Horses |
| 1 | 20 | 3 | 20 |
| 2 | 12 | 5 | |
| 3 | 8 | 8 | |
This means that I couldn't just go, find a place with relatively high number of veterans when I need a power army. You could further use this to augment the current refresh system. Now only mercenaries numbers would be randomly scrambled every week. First some peasants would have trained enough to move up a tier, then The peasants and horses instead would get X number of new tier 1's based on the wealth of associated villages. So to take the example above only a week later.
| Tier | Peasants | Mercenaries | Horses |
| 1 | 20=((20/2)+10) | 7 | 30=(20+10) |
| 2 | 18=((12/3)+10) | 2 | |
| 3 | 10=((8/4)+4) | 9 | |
There would have to be some system of subtraction from the higher tiers aside from advancement to stop a builup, maybe simulate some of the AI purchases?
Finally the issue with positive relation with villages. In native it allows you to get a larger number of troops from said village but I see no benefit like that now. I feel a small but effective change that could be made is to have positive relation with a village reduce the cost of recruiting new troops by an amount relative to their relation with you.
I hope that this makes sense and is readable. I really love Silverstag and hope it continues to grow.