Scenix
Recruit

Role Creation:
Can't help thinking could be better to have more choices on the previous occupations - four isn't much, you could be a peasant (man or woman), fisherman, farmer, servant, cook, maid, traveller/rogue/nomad.
It wouldn't be a bad idea to do a role creation system ala Morrowind or Megatraveller, I do prefer the Megatraveller school of role creation, in so far as - You can choose some things, but random events alter the character so they may have a good initial start in life or may not (and everything has a chance of being marred by something or other). In other words the character is likely to become a 'freeman' before the age of thirty, so thats a lot of life to gain knowledge in. I'd recommend a system whereby aside from major points in life, you don't have control on how your character develops. However, if the character is continued into later life (with the users hope of gaining more skills) the character starts to suffer from ill-health or bodily ailments (and thereby could start to lose other skills), perhaps the character could die, even in role creation to prevent players from creating too strong a character in startup. ***This would be entirely within the initial role creation***
Skills:
But then you need skills relevant to the game - like 'Wilderness Survival' which could reduce the speed which food is consumed and also do something like lessen the likelihood of bad random encounters, (once present). Currently - You can travel forever without stopping - camping could be put in, which would increase likelihood of encounters (fires have a habit of standing out in open countryside). How about 'Cooking', 'Public Speaking' and others.
Animals/Hunting:
Adding animals to the game, could provide the ability to hunt for meat. Thereby providing free food, though this would take time, would mean you were (more) likely to be waylaid without your men / equipment - you wouldn't really think you could hunt with 40+ men fully armoured and equipped!
Map:
Map needs increasing in size, towns need spreading out and villages/outposts to be present, perhaps fluctuating on size due to trade/local bandit activity. Movement across the map needs slowing down.
Specialised Weapons:
Having 'Specialised Weapons' could be an idea - which would only be available on character creation, dependant on your former occupation eg priests and the tradition of blunt objects, barbarians/foresters with axes, hunters with bows/javelins, farmers the pitchfork - these would be the type of weapon the character feels at home with, and therefore gets a higher base to hit/damage than other weaponry.
Possible (Former) Occupations:
Messenger - Agility, Riding
Jester - Intelligence, ?
Farmer - Strength, ?
Fisherman - Agility, Hunting
Armorer - Strength, Heavier armours are less of a burden
Acrobat - Agility, Athletics
Forester - Strength, Movement speed thru woods.
Miner - Strength, Ability to walk over mountainous terrain.
Naval Combat?
Sorry for any disconnectivity - its just how I wrote it.
Can't help thinking could be better to have more choices on the previous occupations - four isn't much, you could be a peasant (man or woman), fisherman, farmer, servant, cook, maid, traveller/rogue/nomad.
It wouldn't be a bad idea to do a role creation system ala Morrowind or Megatraveller, I do prefer the Megatraveller school of role creation, in so far as - You can choose some things, but random events alter the character so they may have a good initial start in life or may not (and everything has a chance of being marred by something or other). In other words the character is likely to become a 'freeman' before the age of thirty, so thats a lot of life to gain knowledge in. I'd recommend a system whereby aside from major points in life, you don't have control on how your character develops. However, if the character is continued into later life (with the users hope of gaining more skills) the character starts to suffer from ill-health or bodily ailments (and thereby could start to lose other skills), perhaps the character could die, even in role creation to prevent players from creating too strong a character in startup. ***This would be entirely within the initial role creation***
Skills:
But then you need skills relevant to the game - like 'Wilderness Survival' which could reduce the speed which food is consumed and also do something like lessen the likelihood of bad random encounters, (once present). Currently - You can travel forever without stopping - camping could be put in, which would increase likelihood of encounters (fires have a habit of standing out in open countryside). How about 'Cooking', 'Public Speaking' and others.
Animals/Hunting:
Adding animals to the game, could provide the ability to hunt for meat. Thereby providing free food, though this would take time, would mean you were (more) likely to be waylaid without your men / equipment - you wouldn't really think you could hunt with 40+ men fully armoured and equipped!
Map:
Map needs increasing in size, towns need spreading out and villages/outposts to be present, perhaps fluctuating on size due to trade/local bandit activity. Movement across the map needs slowing down.
Specialised Weapons:
Having 'Specialised Weapons' could be an idea - which would only be available on character creation, dependant on your former occupation eg priests and the tradition of blunt objects, barbarians/foresters with axes, hunters with bows/javelins, farmers the pitchfork - these would be the type of weapon the character feels at home with, and therefore gets a higher base to hit/damage than other weaponry.
Possible (Former) Occupations:
Messenger - Agility, Riding
Jester - Intelligence, ?
Farmer - Strength, ?
Fisherman - Agility, Hunting
Armorer - Strength, Heavier armours are less of a burden
Acrobat - Agility, Athletics
Forester - Strength, Movement speed thru woods.
Miner - Strength, Ability to walk over mountainous terrain.
Naval Combat?
Sorry for any disconnectivity - its just how I wrote it.