@mexxico, because you said in a different thread that you (please
yes) will work on this .... and we can discuss it in the forum .. I thought we should do exactly that: discuss it in the forum, like you suggested.
(If you think this thread isn't helpful in any way - just say - and we can have it deleted)
Mexxico : "I will try to make a proper design something like increasing number of projects especially new projects effecting bounded villages (ie. saving them to be raided consequently) - it should be easy to implement to get approved - for making things better for villages / castles and go with that suggestion. We can discuss it in forum too. Then we will see what will be happened."
Now we know that the old design with villages having several slots ( that you told us about ) is not going to happen / can't happen now.
So here the question is : what
CAN be done now for villages in Bannerlord?
@mexxico, I know we would all love to hear any ideas you have.
Please everyone let's try and keep it as
constructive and positive as possible - We all know Mexxico is on our side and he is more than your average programmer / scripter.
warband had a simple system that castles and towns had, which was to build some projects (watch tower etc).
This in the least could be good. IE both continuous, and build projects that offer modifiers.
I think a granary could be really really good, that keeps food stocks, or can 'deliver' them to castles when they are out of food (or your own caravans / lords can pickup to keep food supplies of their party/towns in check) ... the projects should have to do with logistics so raiding villages has an overarching effect, but protecting them even more so for keeping a war machine). (of course balance has to be played with). This would allow small factions (with just parties) to bring big factions (with large armies) to a more level playing field. Think 'guerilla' tactics.
Also, of course a village project that allows it to recover quickly from raiding, but at the expense of income/production etc. would be a welcome one.
and maybe some sort of workshop type project (where they keep resources for you, for trade and maybe for your OWN CARAVANS to make extra profit...) I think looking at it in this light is a good start.
If it has to be done, the 1-3 villages could be included in the castle / town UI (and only have 1-2 possible options (max 4) to be chosen from - like continuous ones
. Or it might require a UI that can manage all fiefs from (instead of having to visit - in fiefs tab i guess) -> this is probably best. And on this page, we have construction options, and continuous projects (more recruits, more production etc.)
Also, this could be a great one - TIE castle/town upgrades to village LEVELS (like castle/town have walls 1-3, make a 1-3 'size' village maybe? Something to do with hearth size, like cant upgrade past 400 prosperity without level 2, 600 without level 3), and this prosperity then allows the other castles/towns to upgrade. This should further, have the effect for troop tiers? It needs to be something where villages are equally important in a sense. So meeting the enemy on the field, keeping castles, breaking sieges / raids and not only going for towns is a major aspect... Currently, towns dominate (for influence, income...) ---- (these look like could break game... re : mexxico)
GJ OP.
PS: Willing to discuss these in PM or format and add into OP (
@stevepine ), perhaps you can compile the best suggestions at the top and subdivide them by implementation.
Let me underline the most important thing. I will go with a proper suggestion but this suggestion should be easy to implement (like adding new projects to castles which effects villages) and it should not damage existing mechanics. I see some ideas in forum which suggesting changing basics of game. What I know these kind of ideas have no chance. I will read all your ideas and join discussion when I find time. Somedays I cannot find time to write in forum. In a day I try to watch streams 2-3 hours (Italian Spartacus, lionheartx10 and even a Russian guy's (DreadzTv) stream at twitch to see where players suffer) and 7-8 hours development so not much time remains.
Seperate village design had also its problems too it was not a perfect design but we did not tried to correct it or discuss it, suddenly it changed 4 years ago. Now we all know what we have in our hands. We can make it better with small additions.
I think if you have time to play it more (if you dont already..?), and watch slightly less, you can understand it from yet another perspective. I know when I watch and when I play, I see 2 different sets of problems - both are important.