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  1. SP - Player, NPCs & Troops Temperament

    not gonna happen even if the sun rises from the west.
  2. SP - Player, NPCs & Troops Social Status effects

    Immersion? What is that bro? hehe
  3. SP - Player, NPCs & Troops Mini games

    We were promised tavern tabletop games. Once. Not even that happened. Having so complex minigames as the ones you implied? Sounds science fiction.
  4. SP - Player, NPCs & Troops Sheriffs

    +1 great recommendations
  5. SP - General Does anyone remember the dreaded dark knights from endless aeons ago?

    A fun idea; but the black knights are no longer canon.

    Let us not forget that King Harlaus became the lich king in early builds of M&B. Times have certainly changed!

    800

    Do you remember Kratos from the arena tournaments? He was such a badass he could dismantle all other players before you say grey hair.
  6. SP - General About to quit with no inventory management...

    yes you could have officers/bots who do that for you. also when you pick 50 chain mail armors, you should take them all with one click. and then those will be auto-stored in a special inventory that categorises them according to how broken they are etc.
  7. SP - General Give back the weapons and armour of dead heroes

    or have an option to make your heroes near immortal like if you have high medical skill and healers. so that they dont die when defeated and you dont lose their gear.
  8. SP - General Battle Strategy, Commands & AI.

    minor lords and smaller military officers might need to happen eventually since a real army is also fractioned and hierarchical like that... .
  9. SP - General Raiding should give more than the contents of the town market.

    This is a drastic oversight imo -why on earth should you be able to simply recruit from a village in a faction you are war with? Now if the game featured micro-politics in which perhaps for whatever reason that village has hatred towards its own faction leadership that would be one thing - but since they choose to keep things simplistic in that regards then it should fall on simplistic in the recruiting game as well
    yes there is no reason why a village would betray its own faction since micropolitics like that dont exist. but it could be intimidation by your large army. in that case though those soldiers should be easier to deflect from you. except if he hated the village life and found your army as a chance to escape with riches and glory, which would be personal micropolitics on its own, lol.
  10. SP - General Raiding should give more than the contents of the town market.

    every settlement has hidden storages of food, and everyone has jewels and denars below his mattress. raiding oughts to be more profitable than buying from a place or owning it and getting taxes, as it happens in real life.
  11. SP - Quests [QUEST IDEA] Lord organizes a tournament (Quest Chain)

    you know what your next job is pal. quest designer.
  12. SP - Quests [QUEST IDEA] Clan banner and 7 Knightly Virtues (COMPLETE STORYLINE)

    Type of quest: big and rather linear quest for the early game
    Why to implement: after completion you get to choose a symbol for your clan banner. Currently there is no story behind the player's banner.
    Quest requirement: After starting a new campaign, the player does not have a clan banner. The banner is blank, only color can be selected. After completion of the quest Rebuild your clan, this one is triggered. Notification in the menu informs the player to speak to a ruler of any faction to become a knight.
    The quest also requires to create a new vassal to the Vlandian King: Beritor dey Jelind, nephew of Vartin dey Jelind. [Initially the quest was meant to be between Hecard dey Molarn and Peric del Molarn, but Usanc Castle is located too close to the border and there is a risk it will be captured by another kingdom before the quest is completed]
    @MArdA TaleWorlds: Could you pass it on to the quest team? Is there a plan to implement player's quest suggestions to the game?

    1. Beginning

    The player meets any ruler and mentions that they wish to become knighted. All rulers explain that it is a great honor to be granted a knighthood and they do not need more knights at this moment. However, they know that King Derthert dey Meroc of Vlandia is always looking for skilled warriors who have potential to become knights.

    The player travels to Vlandia and meets King Derthert dey Meroc and mentions that they would like to know what is required to become knighted.

    King Derthert dey Meroc replies that if the player demonstrates the 7 Knightly Virtues to him, he would consider to knight the player. The virtues are: Courage, Justice, Mercy, Generosity, Faith, Nobility and Hope.

    There is actually something that the player can help King Derthert with. Ruling a kingdom is not easy as all of the Nobles have their own agendas. Nobleman loyalty is uncertain at times and can be weakened if a ruler directly influences affairs of their vassals. Therefore, he wants for the player to swear to speak to noone about the true purpose of their mission.

    The player swears it.

    2. Courage, Justice and Mercy

    King Derthert informs the player that one of his vassals Vartin dey Jelind is a cruel lord. Peasants in his villages and castle go hungry and abused. Anyone who protests is taken for tortures into the dungeon. The King does not approve of such practises so does Beritor dey Jelind. He is a nephew of Vartin dey Jelind. Beritor is a good vassal and will definitely be a better ruler of Hongard Castle. King Derthert learned that Beritor is preparing to overthrow Vartin. The King and his vassals will not get involved in the family affairs of the dey Jelind clan. However, aiding Beritor dey Jelind in this endeavour would prove the player's Courage, Justice and even other virtues. Courage is more than bravado, a knight must have the courage of the heart necessary to undertake tasks which are difficult, unpopular and accept the sacrifices involved. For sure Vlandian lords will not be happy with overthrowing a lord, one of their own. Bringing to end the rule of the cruel lord and liberating his subjects will be an example of Knightly Justice.

    [Should the player want to talk with Vartin dey Jelind, he would stop the player from sharing anything saying that he is not interested in whatever they have to say. The player is a lowborn and as such their point of view is irrelevant.]

    The player travels and meets Beritor dey Jelind. The player informs Beritor that they have heard of his disagreement with Vartin. Beritor laughs and says that everyone in the Calradia already knows about it. He is actually preparing his band to ride against Vartin dey Jelind.

    The player asks if they can help.

    Beritor dey Jelind agrees and says that the player should ride to Hongard village and start raising levy warriors to prepare for the siege of Hongard Castle. He gives his ring to the player if they need to convince anyone that they are working on Beritor’s behalf.

    The player arrives at Hongard and talks with any of the village headmen. Village headman is ecstatic to hear that finally this day has come, the day of liberation from the cruel Vartin’s rule. He asks why they should believe the player. The player shows Beritor's ring. Headman needs some time to raise the levy. The player needs to stay in the village to oversee their preparations. As the player waits in the village out of Hongard Castle comes out a patrol (~50-90 soldiers, depending on player’s renown/part size) and attacks Hongard village (defended by ~40-60 militia and player’s party). Battle of Hongard village begins.

    After winning the battle the player can pick from prisoners escorted by the patrol. Shortly after, in Hongard village arrives Beritor dey Jelind. He congratulates the player on their Courage and standing their ground in face of the enemy. Beritor is happy that the fight took place in the village as this means that the castle garrison got smaller. He has an agent in the castle who informed him that castle militia will not participate in the castle defence. This gives him a great advantage and he asks the player to join his army. Beritor dey Jelind creates an army outside Hongard village. Militia party joins his army. The player is forced-joined into the army and it marches to besiege Hongard Castle. The army is (~90 soldiers of Beritor dey Jelind party, ~80 militia and player’s part). The castle is defended by ~100 soldiers. Battle of Hongard Castle begins.

    After winning the battle the player can pick soldiers from prisoners. Dialogue with Beritor dey Jelind begins. He is furious as Vartin dey Jelind slipped out of the castle and escaped in the direction of Galend. Vartin’s party is small and very fast. The player travels to Galend and enters the city. They need to speak with people in the streets who inform the player that Bartender in the Tavern might know something. The Bartender says he knows that Vartin has a place outside town where he organised parties. He brought there once some wine and whores. He explains where it is. A mountain bandit hideout appears on the worldmap near mountains. The player waits until nightfall and attacks with selected troops. Inside there are no mountain bandits, but very view vlandian soldiers. After clearing the hideout appears Vartin dey Jelind who challenges the player for a duel.

    The player captures Vartin dey Jelind and escorts him to Beritor dey Jelind. Beritor states that he should chop off his uncle's head. The player can protest and demonstrate Mercy or approve of the decision. Regardless of the player's action Beritor kills Vartin. If the player approves of killing Vartin it will give a huge (+20?) relationship boost with Beritor and all headmen of dey Jelind villages, it will also cause -2 to all Vlandians nobles and -4 with King Derthert. Disagreeing to kill Vartin should give moderate (+10?) relationship boost with Beritor and all headmen of dey Jelind villages, it will also cause -1 will all Vlandians nobles and -2 with King Derthert (It is Courage of the heart necessary to undertake tasks which are difficult, unpopular and accept the sacrifices involved). Beritor dey Jelind becomes new head of dey Jelind clan.

    The player travels to King Derthert to inform them that they helped Beritor dey Jelind. The King is happy and confirms that the player demonstrated Courage, Justice and Mercy or only Courage and Justice (if the player approved of killing Vartin dey Jelind). He is not proud of the player not being Merciful. After all this was a trial! He will let the player continue with demonstrating further virtues. He hopes that this was an important life lesson and the player will never again be merciless. This is what separates knights from bandits.

    3. Generosity

    King Derthert informs the player that as a next step in their journey to knighthood they need to prove their Generosity. It is sharing what is valuable in life. It means not just giving away material goods, but also time, attention, wisdom and energy - the things that create a strong and rich community. The King wants the player to help Etirburg village grow. The player arrives in Etirburg and talks with any of the headmen asking what are the problems that the village have. It turns out that the place is regularly flooded and militia is untrained. As a first task the player needs to bring 10 units of hardwood to the headman and depending on the player's engineering skill it takes 3-5 days to complete repairing the river's bank. As a second task the player and ~5 of the player's troops have a sparring fight using wooden swords/axes with 20 pesents. A battle in the village is triggered. The Headman thanks for player’s generous help. The player improves relation with the village and gets exp and skill points to stewardship and engineering. The player travels to King Derthert.

    4. Faith and Nobility.

    King Derthert congratulates the player on demonstrating Generosity. He will now test the player's Faith and Nobility. In the code of chivalry, “faith” means trust and integrity, and a knight is always faithful to his or her promises, no matter how big or small they may be. The King asks the player to promise to protect his caravan with the player's life.

    The player swears it.

    King Derthert informs the player in Sargot his caravan is gathering. The player travels to Sargot and talks to a caravan that is just outside the town. The Caravan Master asks the player if they are ready. When ready, the caravan starts travelling. After visiting 2-3 towns a dialogue with Caravan Master begins. He tells the player that there is a small fortune in this caravan, it must be worth at least 200.000 denars. He proposes to the player that they split it 50:50, all they need to do is kill some caravan guards. The player can: a) agree, fight and get precious loot, fail quest with King Derthert, be hated by him (-20?) and the player will never have a banner symbol, only can have a banner color b) disagree with the Caravan Master. Stating that they are faithful to the king and it is their duty to apprehend the Caravan Master. The Caravan Master becomes a prisoner (not possible to sell) and the caravan heads back to Sargot (it does not have a Caravan master to lead it). On the way the caravan gets attacked. After reaching Sargot the caravan disappears. The player needs to find King Derthert.

    5. Hope

    King Derthert congratulates the player on demonstrating Faith and Nobility. He asks what should be done with the Caravan Master. Player answers that they should be spared as this is an act of Mercy. The King is happy with the reply. He asks if the Caravan Master should be released. The player says no. King Derthert is happy again: Mercy and letting people go unpunished is something different. He will have him thrown into a dungeon.

    The King says that he regrets to inform the player, but he cannot knight the player. They are lowborn and it would not be proper to knight them.

    The player can: a) be angry that after all they did they have been cheated and used. In this scenario the King says that they are disappointed to see the player fail the last test. It appears that the player is not a knight material after all. Quest is failed and the player loses relation with King Derthert.

    Or The player can: b) say that they are sad to hear it, but they are grateful for a life lesson on the 7 Knightly Virtues. Even if they were not knighted, the player hopes to learn more about the Knightly Virtues and live by them. The King is proud of the player. The King says that the player passed the last test. Says that he is sorry to test them in such a way, but it had to be done to see the player's true character. The player just demonstrated hope. That is a knight's shield in times of tragedy. Hope is present every day in a knight’s life. No matter the odds, it shines on them as a “shining armor” that shields him or her and inspires people all around. King Derthert dey Meroc of Vlandia is proud to award the player with knighthood. He asks the knight to kneel.

    King Derthert knights the player. He says that he will inform other lords of Vlandia and rulers of other factions of the player's new status.
    maybe you need to write the quests for your own medieval game. hehe. great ideas nonetheless.
  13. SP - Quests [QUEST IDEA] Settlers are welcome in our village

    Thank you :grin:

    Main limitation of Bannerlord quests is their randomness (it is a sandbox). Quests would be more interesting if there was a longer story, voice acting and there were reappearing heroes that need our help again. Shaping the world with decisions that the player takes is also cool.
    I keep my fingers crossed that we might see some of it: adding 5-10 proper campaigns (similar to main story) and ~50-100 smaller quests would make the gameworld more alive.
    such depth and lore continuity would be totally arduous to develop. but would result in a real cult following- creating game... .
  14. SP - Quests [Quest idea] Send a healer!

    These quests are fine.

    To make them even more interesting it would be great to add an option to obtain medicines from herbs to complete these quests.
    1) Questgiver has heard of an book describing where to find herbs that could heal their familymembers
    2) Book merchant needs to be found
    3) The Player needs to traveling to quest-triggered location similar to bandit camp to pick e.g. 5 white flower plants (as described in the book) and ignore blue, red or yellow.
    4) Possibly fight 1 vs 1 or 1 vs 2-3 guardians of the herb groove.
    5) Craft medicine out of white flowers
    6) Deliver to sick character
    7) Wait 1-2 days for recovery or for character death if wrong plants were picked
    there are no unique RPG items in the world like white flowers, special herbs etc. i think they are far above the scope that the developers had for this game. its just a war managing gig.
  15. SP - Quests [QUEST IDEA] Curse on Lord's crops

    that is....... awesome. but i doubt they ever designed this game for such quest depth and complexity. it is so out of character (unfortunately) compared to what they are striving for.
  16. SP - General Medic position in fiefs, Tweak of death rate and Medicine Skill tree related quest

    good to see that players are really involved with enriching the game.
  17. SP - Economy ECONOMY, PRODUCTION, SOCIAL STABILITY, ARMIES MAINTENANCE and EQUIPMENT MAINTENANCE

    INTRODUCTION:
    Economics is a delicate, very delicate issue and we often tend to work on it with a mathematical approach linked to the economic world, but which often forgets a fundamental aspect: It is physics that governs the universe.
    Conservation principals should always be kept in mind.
    I'm not saying that in a game they should be applied literally, but at least have them as guidelines.
    Specifically, here I propose an economic system that takes into account needs and production potential.
    Established these two at the lowest levels, everything else is a consequence of these.
    The levers to act on the system would not depend on arbitrary parameters set at random, but on the possible introduction of coherent mechanics that modify the economic structure based on the result that we propose to have.
    This thread is closely linked to two other threads I propose: one deals with the deterioration of equipment and the other with logistics and supply lines, and I use the mechanics inherent in these threads to amortize 4 effects:
    - the effect of snowballing through the need to "create and maintain the army", which implies a slowdown for the AI compared to the plans and thanks to the support lines I make it possible that an army from one part of the world cannot avoid planning logistics to attack a city on the other side of the world.
    system that gives weak factions a chance to repel the invader.
    - the ridiculously high price, spreading this cost over time in terms of maintenance.
    - that of the uselessness of the low tier armor (which instead would buy some utility)
    -the skill smithing, which acquires a value that is not indifferent to the other skills. it remains very useful for those who have it, but not indispensable for those who do not have it.
    I'll leave you the links for the other 2 threads, so you'll get a clear idea of the whole system.

    Now let's avoid going around the matter again and talk about the economic system.

    ECONOMIC SYSTEM:

    We assume that people need to buy goods because old ones are consumed, that they need to buy food because what they consume goes into used energy, and that to buy it they must have money, which they get from the sale of their production, production which requires energy and goods to be carried forward (tools, supplies, etc.).
    The cycle is quite clear.
    People live in cities, villages and castles and these have infrastructures suitable for all the needs that these people have.
    So these people live with NEEDS to be satisfied through the fruits of PRODUCTION and to satisfy them they need GOODS, FOOD, INFRASTRUCTURES and they set OBJECTIVES in order to satisfy those needs.
    These objectives must be achieved through the application of METHODS and finally outlining the DAILY FORECASTS and SEASONAL FORECASTS.
    All this taking into account DEMOGRAPHY and SECURITY (or insecurity for accuracy), important factors that together with FOOD STABILITY and ECONOMIC STABILITY, contain the essence of SOCIAL STABILITY.

    VILLAGES, CITIES AND CASTLES
    INFRASTRUCTURE:
    They must have some warehouses in which to put the food, consumer goods (supplies, pots, tools, clothes) they need and one in which to put the fruits of production.
    therefore the warehouses are THREE:
    FOOD WAREHOUSE
    GOODS WAREHOUSE
    PRODUCTION WAREHOUSE

    USEFUL PARAMETERS OF THE PLACE
    (village, castle, city):
    - DAILY FOOD NEED according to the number of inhabitants and, if present, according to the type of production (the jobs are not all tiring in the same way).
    - DAILY FOOD BALANCE = (PURCHASED FOOD - CONSUMED FOOD) in one day. The result will be added to the FOOD WAREHOUSE.
    - SEASONAL FOOD BALANCE = sum of daily food budgets for all days of the season = (food bought - food consumed) in a season
    - DAILY REQUIREMENT OF GOODS according to the population and type of production.
    - DAILY BALANCE OF GOODS = (GOODS PURCHASED - GOODS CONSUMED) in one day. The result will be added to the GOODS WAREHOUSE.
    - SEASONAL BALANCE OF GOODS = sum of the daily balance of goods for all the days of the season = (goods purchased - goods consumed) in a season
    - PRODUCTION must depend on the number of inhabitants, on the RAW MATERIAL AVAILABLE (resource to be extracted for the villages) and therefore also on the SEASONS (for example agricultural production), FOOD STABILITY, ECONOMIC STABILITY and A PARTICULARLY GOOD the type of production (the pickaxe for the miners, the hoe for the growers, the hay for breeders and so on).
    (of food and economic stability we will talk below in the "social stability" section)
    - production prediction (daily and seasonal)
    - also from the INFRASTRUCTURE section we obtain the following data: CURRENT FOOD from the FOOD WAREHOUSE, CURRENT GOODS from the GOODS WAREHOUSE and CURRENT PRODUCTION from the PRODUCTION WAREHOUSE.
    - SOCIAL STABILITY, INSECURITY and stability prediction (we will talk more about it below)
    - DEMOGRAPHY, demographic prediction
    These parameters, or some of them, could be made to appear in the UI of the campaign map by using the alt key after passing the mouse over a village, city or castle or in the information screen of the place (the encyclopedia).
    Clearly this information that must be acquired if these places are not owned by us and you need the appropriate skill to do it ... maybe a mix of trade, steward, engineering and roguery.
    So what we do not actually know, does not appear on the screen, nor in the encyclopedia.
    At most, the latest information about that place appears.

    OBJECTIVE:
    the village / city / castle has two types of objectives: SHORT-TERM (daily) and LONG-TERM (seasonal).

    SHORT TERM (daily):
    - reach the goal of having food under the teeth by the end of the day, therefore the daily requirement given by the individual requirement for the number of individuals must be met.
    - have tax money at the end of the day (if the taxes are daily).

    LONG TERM (seasonal):
    - fill up the food warehouse for the season in which they have greater difficulty and when their production drops significantly.
    - Have FOOD STABILITY in balance, ECONOMIC STABILITY in balance, zeroed INSECURITY.
    - have the money to replenish supplies, tools and clothes for the most difficult season.
    Seasonal forecasts are used to fill the warehouse with the aim of keeping safe from the point of view of food requirements and to pay taxes in difficult seasons.
    - have a certain net profit (a multiple of the daily tax) to cope with emergencies.


    METHOD:
    - he method, linked to the objective, should be to produce at the lowest cost, sell with the lowest transport costs (wagons or other methods), fill the warehouse with food for the season in which you have the greatest difficulties, have goods of consumption in the warehouse (production tools, supplies, various pots and more for comfort, etc.), paying taxes, having stability (social and economic) and zeroed insecurity.
    NOTE: This logic also applies to iron production -> smithing.
    In this way, prices adjust themselves according to needs.


    SOCIAL STABILITY:
    Social stability is nothing but the happiness of the population and this can be understood as the tolerance threshold within which the population can endure a given situation: food shortages, shortages of goods, shortages of security.
    So the variables to be introduced should be:
    - SOCIAL TOLERANCE: a numerical bar that symbolizes the tolerance of the village with respect to its own conditions, RATES FROM -100 TO +100 (or in any case from -X to + X).
    - FOOD STABILITY: [(k * FOOD) - DAILY FOOD NEED] / (population) per day
    - ECONOMIC STABILITY: [(H * GOODS) - DAILY NEED GOODS] / (population) per day
    - INSECURITY = W * (number of villagers attacked or killed or robbed) per season
    The value relating to insecurity decreases over time.
    A few perks in stewards, charms or anything else could speed up this reduction of insecurity or perhaps reduce its size while maintaining the times.

    from which:

    SOCIAL TOLERANCE (prevision) = SOCIAL TOLERANCE (current) + FOOD STABILITY + ECONOMIC STABILITY - INSECURITY + EXTERNAL FACTOR

    the constants K, H and W are multipliers that can be linked to the perks related to governability.
    K and H should normally start from 1 and if perk are taken for food and economic stability then K> 1 and H> 1.
    I would also suggest linking K and H also to the VARIETY of food and goods.
    In the case of W we start from a certain positive value and greater than or equal to 1 (it depends on how the developers decide) and with the right perks we decrease W.
    The EXTERNAL FACTOR is nothing but any other factor that has nothing to do with the previous ones. It can assume positive or negative values.
    When the tolerance is calculated at the end of the day (SOCIAL TOLERANCE prevision) these effects will occur:

    If the TOLERANCE is 0, there are no advantages or disadvantages.
    If the TOLERANCE is> 0 then influence is gained.
    If the TOLERANCE is <0 then influence is lost.
    If the TOLERANCE REACHES -100 A REVOLUTION EXPLOSES in the village / city / castle concerned and an intolerance penalty is added to the neighboring villages whose owner is the same or linked to the place where the revolt breaks out.
    The values that are gained or lost will have to be established through the balance tests.

    The inhabitants in revolt form an army of bandits who gather in one place (in case other villages also rebelled) and their goal is to conquer the territory to create a "fairer kingdom" or other motivations and dynamics of your choice.
    The types of revolt I leave to decide who talks about it (therefore I suppose old clans or factions, new factions and c ... can be reborn)
    Revolts can also occur for other reasons that I leave to your imagination and those who deal with revolt.

    DEMOGRAPHY:
    The population growth of the villages / castles / cities must depend on the well-being of the village (food, goods, security and money), therefore the population increases if it is doing well and is doing well if it lives peacefully thanks to the goods they can buy.

    -If the SEASONAL FOOD BUDGET is negative (more consumption than earnings), the population will begin to leave adapting its number to the available food resources, so that the SEASONAL FOOD BUDGET PREVISION GOES IN BUDGET BALANCE (for the following season then).
    -If the SEASONAL FOOD BUDGET is positive, then new people will be born until the SEASONAL FOOD BUDGET PREVISION GOES IN BUDGET BALANCE.
    -can be recruited all those subjects who, if removed from the workforce, do not carry the previsions with a negative daily or seasonal balance.
    -Recluting them forcibly clearly will lead to this negative balance and the consequences are obvious.
    -If the population is zero, this will be generated in the following season with a number such that the next forecast is with a balanced budget.

    BEFORE CONTINUING IT SHOULD BE INFORMED ABOUT THIS OTHER THREAD REGARDING THE MECHANICS OF DETERIORATION AND RESTORATION OF THE EQUIPMENT.

    LINK THREAD ON DURABILITY
    -->DURABILITY, DEGRADATION AND MAINTENACE SYSTEM,SMITHING SKILL AND PRICE BALANCE


    PRICES OF: FOOD, GOODS AND EQUIPMENT (soldiers and armies).

    The price of the equipment can be the market price.
    PRICE = (COST OF RAW MATERIALS + LABOR COST) * P * R * S
    where is it:
    P> 1 is a constant linked to the gain that the merchant wants to have on the sold object and is linked to supply and demand.
    R is a function related to the relationship between the merchant and the buying character.
    S is a function related to skills and related perks.

    I believe that the items that the army must buy must be reconsidered, such as arrows, darts, etc.
    The price should therefore not be that of the game that exists now, but a real production cost, as described above.
    This is because in this way this aspect would be found in the management of logistics and supply lines, of which I wrote a thread that I will report to you.

    COST OF A SOLDIER:
    The cost of a soldier is given by:
    - purchase cost (a small sum of a few dozen coins)
    - cost of equipment (depends on quality)
    COST OF AN ARMY = sum of the cost of individual soldiers.

    MAINTENANCE OF A SOLDIER AND AN ARMY:
    the maintenance cost of a single soldier is given by:
    - WAGES FOR WORKFORCE.
    - WAGES FOR EQUIPMENT MAINTENANCE
    .
    the MAINTENANCE EQUIPMENT WAGES of an army is given by the sum of the maintenance of the single units.

    This part is taken from the thread on durability and reported here:
    <<<<

    In order to support itself, the army needs not only food and rest, but also to maintain equipment.
    The maintenance of the equipment depends on how good you are at saving, but with efficient use, the materials needed to do the maintenance of the equipment.
    If the SMITHING skill allows us to save on the maintenance of OUR equipment through a more careful use of materials, then to save the army material you need a skill that allows the party blacksmiths to help the whole party manage maintenance .
    So the STEWARD skill of our character and our quartermaster can manage the percentage with which the sum of the values of the SMITHING skill of each character of our party can be applied to the party itself in terms of saving resources for maintenance.
    I chose the sum of the skill smithing values of all members of the party just to not "waste" any characters who had this ability.
    At most you could insert a clause like: only the sum of the skill smithing of characters who have it over the value 50.
    Or just the sum of the values of your character and the quartermaster.
    Or maybe if you have another formula, offer it.
    Once this formula is fixed, I present you the archetypes of the skills.

    CHANGES TO SKILLS:

    STEWARD
    :
    - (clan / faction leader and quartermaster): increase garrison size by X for lv
    - (party leader and quartermaster): a Y percentage of the sum of the blacksmith skills of the party members is applied as a "smithing party skill", allowing to reduce the use of "H per lv" retention material

    LEADERSHIP:
    - (personal and quartermaster): increase party size by Z for lv
    - (personal): moral party increase by K for lv
    - (party leader): reduction of "WAGES FOR WORKFORCE"

    The material savings bonuses apply only to the party, as I want to point out that we are the ones who have to keep it personally or have an external locksmith or a party member do this job.
    (personal and quartermaster) or (clan / factio / party leader and quartermaster) means that the bonuses accumulate between these two characters (always it is not the same character to occupy the role of quartermaster, in this case nothing accumulates).

    Then:
    steward + smithing -> WAGES REDUCTION FOR EQUIPMENT MAINTENANCE for the army.
    leadership -> REDUCTION WAGES FOR WORKFORCE for the army.
    >>>>


    SINGLE UNIT UPGRADE COST = NEW EQUIPMENT COST
    (100% condition)
    - THE OLD EQUIPMENT, WITH THE CONDITION IN WHICH IT IS FOUND, IS INSERTED IN THE INVENTORY.
    (so you can sell it to regain or merge it and then sell the materials)
    ARMY UPGRADE COST = SUM OF COST OF INDIVIDUAL UNITS

    It is clear that the maintenance and the cost of the single unit is no longer fixed, but varies according to the price of its equipment and according to market laws (it will certainly fluctuate around certain values in a given geographic area if the economy turns out enough stable in that region).
    So a good dealer will be able to save a lot on costs by going to buy new equipment where it costs little and selling old equipment where they pay more.

    USEFUL CONSIDERATIONS:
    -The caravan system can help with this by allowing you to automate these buying and selling processes.
    - a system of roads, such that the speed in these turns out to be slightly higher than that on the bare terrain, would allow to "delineate" certain preferential routes, which can however be ignored (which the AI should also do to prove itself "intelligent")
    - horses must consume food.

    CONCLUSION:
    The system I have described goes hand in hand with that on equipment deterioration and restoration.
    The system based on logistics and the support line can also support this.
    I enter a survey to get feedback on the appreciation or otherwise of this content.
    Here I report the links to the two threads I told you about:
    DURABILITY, DEGRADATION AND MAINTENACE SYSTEM,SMITHING SKILL AND PRICE BALANCE THREAD <--LINK
    LOGISTICS AND SUPPLY LINES THREAD <---LINK

    here is the megathread:ECONOMIC and LOGISTICS megathrad with poll link
    maintaining the gear of all your soldiers seems a bit too complex for the scope of this game though.
  18. SP - Economy SMITHING SKILL, EQUIPMENT DETERIORATION and MAINTENANCE system, PRICE BALANCE.

    the current AI has problems with bankruptcy and the purchase of food (and with starvation).
    This system aims to solve problems related to the snowball effect, to balancing prices and to giving skill smithing a utility that goes beyond that of crafting a weapon.
    As a consequence this system offers degrees of freedom with which to act in the system in relation to the problems related to the economic part
    of logistics. Logistics that in the game is related only to food and the recruitment of recruits.
    This thread should be considered together with the other two:
    1) logistics supply line.
    2) Economy, production, social stability

    you can find them both, together with this thread you read at the following link:
    ECONOMY , LOGISTICS and WARFARE SUGGESTION LIST <--link

    Taken alone they may not provide the tools to solve all the problems, but considered all together they offer, as I said before, new degrees of freedom through which AI can act.

    However I appreciate your intervention,so thank you.
    Soon I will post a suggestion thread in relation to the one on logisitca and will deal with the march formations in the campaign map, the possibility of intercepting an army and of being subjected or preparing ambushes.
    I agree that smiths should have a maintainance purpose for cities and factions and not only a crafting purpose.
  19. SP - General fighting as your governor in a defensive siege

    I think that is a great idea. Or at least you should be more inlvolved in managing your fiefs in general. It is way too passive and unstrategic at this point.
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