Thank you Pind for the words of support and encouragement. I am in the ending stages of another project now with a permanent development team. When we are finished, then I will turn the teams attention to POP and Bannerlord. It is not quite that simple as a direct port, as the structure of Bannerlord is not the same as it is in Warband. The clan system for example is integral to Bannerlord and it is not present in Warband. Warband we can own villages, and in Bannerlord that is not possible. The analysis and design needs to answer "where do we cut from or add to" in order to create the ending product. No matter the answer, there is extensive design, artwork, coding and time. I am not so worried about risk here as I am confident we can create an experience that everyone will enjoy for many years. The real question I am interested in answering is "What is the experience, and at what stage of play, do we want to implement?" For example, both POP, Warband and Bannerlord have issues during the latter stages of game play where the game becomes a grind. We need to create different types of challenges and systems to interact with to make play more "succulent" at that stage of the game. One of the more interesting aspects of the Mount&Blade (all versions) system is the transformative mode of play. You and your character grow in terms of what can, and indeed should, be interacted with during play. When we start out we pretty much ignore the larger political game and focus on a single character a few companions and a smattering of soldiers and doing missions. As we "Grow" we start to play the larger game surrounding kingdoms and lords and relationships. In POP we began to address that with the Knighthood order concept. I think that was a good first step, but still needs more pathways to follow and more intrigue, diplomacy options, lord interactions, and Knighthood order interactions to round out that end game experience.