1. You cannot add any new Factions during a campaign, even if they're mere bandits. That's a bummer, means I have to start a new campaign every time I want to test anything. I presume I'm going to have to make use of console commands and cheat like crazy to get anything started. Maybe somebody made a save editor that actually works; I'm annoyed that I'm going to have to rebuild my party and find the Companions again, lol.
2. You can, however, add all the new PartyTemplates you want. That's cool, but of really limited utility, unless I want to re-write how my bandit-spawner behaves. Right now, it's deliberately written to give the player the impression that wherever they go, whatever they do, there are lots of bandits around causing trouble; there's never more than a brief moment when the player doesn't have an enemy around they pick a fight with. This causes real havoc with Lord armies and trade caravans sometimes, but I'm inclined to ignore that until I see actual problems.
3. If I'm going to have to start new games on a regular, I may as well write out the three identical, boring Empire factions so that they no longer share the same Culture and can have completely different troop trees, because troop trees start with a basic troop type and basic "elite" troop tree, which is practically always cavalry.
Can I have the Rhodoks back?
4. Speaking of troop trees, I finally got around to playing with this area. I tried making Looters be able to upgrade to all the base infantry types. Yes, that works- you can do it, the game can deal with it. The Party UI doesn't quite handle it right, but it mainly manages and it doesn't crash. Three upgrades for a given troop where the secondary choices don't have branches, just straight upgrades, will probably actually work. Sounds like a solution to return to where I was going with the Sisters, among other things.
5. It's pretty satisfying to see all this come together. Given that I'm going to have to start clamping down and I'm still not done with data-entry stuff for the current weapons, I should probably sketch out roughly what I want:
A. Each region gets some unique "clans" that can spawn bandit parties. Something that's basically infantry, archers or cav, or a bit of everything, rough-balanced for early, mid and late-game fun.
What's in the game atm is very... generic, and has the same game-design problems as Warband, which is what it's almost copied verbatim from. There's no real variety, and if you want to make money, you go up against Sea Raiders, for the same reasons as Warband (they have good loot / kill, but are pretty weak for guys who are supposed to be scary Vikings).
Eventually, that's longer sufficiently profitable (but that takes a while now; you're more likely to hit the "there are no bandits around here" issue. Which is actually a bug, as far as I'm concerned (and dealt with), because you can actually do some silly things to the game's long-term behaviors in Native by selectively exterminating Hideouts. I doubt anybody's really messed with that, but there is an actual maximum number of Hideouts on the map and they're largely responsible for Bandit party spawns, in Native. If they're killed off in areas you want cleared, they largely stay cleared, because enough Bandit parties get generated elsewhere and the system quits generating new ones.
There's no reason to go to anywhere in the Empire, Khuzait, Aserai, etc.- reward is poor.
In the current combat system, this is even worse; parties of Forest Bandits are an actual threat (for now, with armor values unchanged) because they're showing up in large numbers and they're relatively well-armed, with decent bows and axes. It's fun beating them, but it's actually feeling like Hard Mode. Aserai and Khuzait areas are right out with a low-level party, because of the cavalry, and aren't sufficiently profitable until midgame. In Native, they're never worth fighting at all, imo. The Mountain Bandits are mid, and usually not worth tackling early.
All this needs to be addressed. There should be bad guys everywhere the player wants to fight, for fun and profits. I already have a system where the bandits "level up" and get harder with the player; what I don't have yet is data in place to make this much more interesting. I probably need to write all that now, at least at the sketch-level, so that it's done, other than making tweaks to Party Templates and NPCs.
B. The Empire probably gets split into the Imperial Remnants and the Rhodoks. I feel like the Rhodoks getting more-or-less rolled sideways into Vlandia and the Empire removed a lot from the game, personally. I wasn't ever all that excited about the Vaegir in Warband; they became the Romans-That-Weren't, but it never felt quite right. The Rhodoks were cool, though, because they were basically the Italians circa 14th-16th centuries, and they could be disgustingly difficult to fight in sieges.
C. If I keep the current slooooooooow system of casualty management and low player army size, I'll need to provide appropriate troop trees for the player to upgrade into that gives them a quality advantage that actually matters.
D. If I'm committing to yet-more data entry, I guess I need to make some real decisions about longer-term game-design goals here.
Do I bother with having an Evil Empire somewhere? That was one of the big draws of Blood and Steel, even if it always felt half-finished and crude. The Armies of Darkness were the fun challenge for the player who thought they were invincible.
It's probably easiest to take that on now, editing one of the Empire Factions with a new Culture, etc., so that they're in officially and are supported, even if they continue to look like the old stuff for now. I can support them later with special mechanics, new Races / Monster types, etc. etc. so that I can re-create their unique threat level and weird variety of troops. I'll have to look at the map, but it's probably the Southern Empire, where they're touching almost everybody but the Sturgians.