nox 说:
I know. Transparency is the key to any complex system.
I'm thinking that we'll probably have that be part of the in-game report system and maybe have some amount of what the player knows of a given lord contribute to it. There are a lot of possibilities with that.
That would be a great use for ladies, for sure.
"May I ask you a question?"
"Why yes, you may?"
"What do you know of {s54}?
...
"Oh I hear he's a terribly cruel man, but that he's so rich noone dares complain about it. He's got everyone on a gold leash quite literally."
"Rumor is that he is deeply in debt, but his friends have very deep pockets."
etc.
Then when you look at the lord report, it would summarize that information explicitly.
or something. Don't beat me up if that seems dumb, I am just throwing an idea out.
Should work great. Bland enough to give you details, informative enough to keep you in the loop. Problem with it is you can't really use it on enemy lords, as their ladies will be hidden. Also, are ladies even _in_ WFAS? I thought they were taken out?
Mexxico has the economy well in hand, I'm excited to see what he comes up with next. His actual work was better than I had intended to propose so I'm quite happy with that.
Awesome. I'm not sure I like making villages really cheap sale sites -- in WB, as I'm sure you know, they were high priced because villagers were supposed to be selling the cheap stuff to towns. Also, most likely, because the devs wanted you to buy your food at fewer locations and to punish you for your lack of foresight in campaigning.
Causing the player's troops to eat more frequently, or to eat 1:1 instead of 3:1, and then putting high volume food in towns (hard tack etc) with low volume stuff in villages would probably fix the ability to get food too easily on campaigns while still giving players an early option for trade. When I used that setting in WB it made large armies gobble through food (two units per eat period for 100 men).
I like the idea of investing in industry though. There are a lot of possibilities there - such as creating both demand (for raw mats) and finished goods. Even improving the available armors etc. by upgrading metalworks.
Good that you're thinking about demand side, big omission on my part and an extremely good idea. Letting the player raise demand in a town would help enormously for developing their own trade network (say, investing in iron production in one town, metalwork in another, caravaning iron to the metal town and selling the tools). If you're going to allow that you might want to find a way to let the player set up looping caravans.
All that said, one of the other things that needs fixing that was also broken in M&B is that the mercenary income doesn't even cover costs. The way I've fixed it in the past is that they will offer you a variable amount of retainer based on the troop strength you bring to negotiate, which should cover your troop costs per week. On top of that you get paid for combat duty (the damage you do to the enemy), lord kidnappings, village razings and town/castle captures.
If you do a lot of damage you get combat pay, as it should be.
For those of you who enjoy that path, this makes it a lucrative way to play the early middle game.
Throw that in with a bunch of fun dialogues to cover various situations (such as a king who doesn't like you hiring you anyways because "I'd rather be holding the snake than having it thrust at me") and adopting the factions and banner of your hiring lord and it's almost a little mini game in itself.
If you're doing this, and I definitely encourage it, you should move the starting point for the quests further back. Lots of players have trouble with stuff like conquering towns, moving the steed or overthrowing Crimea. Waiting til the player has established him or herself as a mercenary and developed their income/level/gear would help enormously with reducing the irritation of quests that are, frankly, beyond the capabilities of the player at their current level. Maybe keep the basic quests in Z village, and then put a generic "you should look into joining a faction and developing your skills quest" onto the player's log. They go out for a while and do stuff, and then Clermont comes and finds them and offers guidance. "Poland suffers this, Cossacks that, and the Great Bear these. Join one and see how deep the rabbit hole goes etc etc". Would also have the neat side effect of preventing questions about whether factions like Sweden or Crimea have story lines (CRIMEA SHOULD HAVE A STORY LINE HINT HINT HINT BECAUSE THEY ARE AWESOME).
Would also be nice if mercenary employment duration was set to one month, with renewal offered at the end. One month is a short period of time, and gives the player a chance to try out a few factions before picking the one they like. There should also probably be a non-storyline method for gaining a crown, but I'm sure you guys are already planning that what with the talk of migrating over warband features.