In a 2017 PC Gamer Article Armağan Yavuz talks about different advantages to increasing relations with notables:
I guess unused assassination animations are related to these "special operations". There is no kidnapping mechanic as well. It is also pretty ironic that Ali Erkin, managing director...
How about trade quests that would give trade experience to players seeking the perk 'everything has a price'? These quests would require the player to have certain a level of trade skills and some of the perks that we get along the way would solve these quests. Maybe even some of the quest...
Made this suggestion a while ago and its been about two years. Its not getting traction though, so I'm going to try revive it here.
I think TW has something very interesting going on with the notables system... and yet they don't quite realise the actual potential of it.
You want to keep a...
Unless you abuse smithing, or spend the early game just doing quests, most notables will only ever have ~0 relationship with the player. This makes this sub-system less than impactful. Notables should have more things boost their relationship, even if only a small amount each instance, so this...
I never understood this mechanic, i have a relationship of 100 with one of my notables and he is currently supporting no one.
On the same note, can you flip notables to support you instead of random people?
How do you feel about the recruitment of noble troops in this game? Is amassing an army of noble easy? Or is it still difficult?
As I understand it (which is not saying much), notables spawn noble troops at a certain power level.
I'm just curious because I'm thinking of creating a treeless...
As the title says you have entire sets of noble unit branches for every faction in the game, and they are very rarely seen as recruit-able units in the town/Village influential people's rosters. They are almost unnoticeable in various armies and don't really get placed into elite squads. One of...
I like the new emissary mechanic but think that it could be expanded to make it a more important mechanic. An emissary left in a city should have a chance to complete notable quests depending on their skills and whether they are a hired companion or a family member.
Hired Companions should be...
When a notable's power falls below 100 they start to have a daily chance to disappear (become "lost") if they don't own any workshops, alleyways, or caravans. When you hover over a notable, their tooltip will show any owned workshops or alleys, but doesn't show whether or not they currently own...
i find it strange that you can recruit faction troops from the criminal underground.
additionally this limits the possibility to recruit bandits/outlaws.
my suggestion is to limit the recruits from gangleader notables to the bandit/outlaw troop trees.
ps: if someone can point me to the right...
I basically want to add another type of recruit to cultures.
At the moment you have 2 types of units: basic and elite . I would like to add a third type to cultures (bandits) and make it so that the gang leader notable is only offering bandit units as recruits.
can someone point me to the...
I know a lot of people get mad when the game resets your progress in gaining relations from the early- and mid-game because notables can die. But they get replaced by a family member who inherits the same relations. I know I've posted this before and people said they didn't believe it, so I...
Right now, supporters are notables who support your clan, giving a modest boost to influence. This information is already available in the UI by hovering over a notable's picture in the top bar of a settlement. But there is no way to easily find who is supporting your clan from the other side...
Hello, I'm currently playing on a save game from a previous edition (about 1.5.4) that I chose to import to the latest version for some time now, and in almost every town I go to at this stage of the game, the artisan type notables' power is in the negatives and just keeps on decreasing even...
When hovering over notables' portraits, in the part where owned locations in a city are listed, last item appears twice, if there are more than one of them. Example given on screenshot below.
Summary: While playing in the game, the noble leaders of other factions die off and do not leave any heirs. This happens to other clans, not just the ruling clan, in any given faction as well. The result is the number of notable characters reducing/ dying off every day without replenishing the...
People gripe about not being able to recruit the troops of their faction in conquered settlements, resulting in armies that tend to look mixed and lose identity. Proposals to fix this include allowing players to change the culture of a settlement. There are mods that do this too.
Here's another...
Summary: There is an error in the method SpawnNotablesIfNeeded (which controls weekly notable spawning) that prevents settlements from spawning new notables under most circumstances. The method divides two values to get the probability for a new notable to spawn. The code converts the result of...
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