Joseef
Recruit
Having your companions burn a village and slaughter all it's people as you're stuck in a siege to capture it's parent castle isn't fun. I would like for Bannerlord to have a toggle-able "no raiding" feature. I figure this could work in at least one of two ways (if not both):
1. Have a "tick box" feature under the "Clan" tab that specifies whether companion party AI's are allowed to raid enemy villages. The player could have this on or off at any given time.
2. Have a kingdom policy that disallows raiding, with logical consequences. My suggestion would be something along the lines of +1 militia to fortresses/cities, +1 loyalty, etc (since the people are both grateful and more populous due to the lack of raiding). However, your kingdom would lose all benefits related to raiding, such as weakening enemy strongholds/economy, or collecting raided loot.
I think this feature could really add to gameplay, both from a role-playing and pragmatic perspective. For a "moral ruler" who wants their people to prosper, they could choose to minimize their future kingdom's losses by solely targeting the strongholds and not the people themselves. For a cold, calculating warlord, they could spare their economy to prevent the city-wide food shortages that inevitably stem from a lack of food-producing villages. Either way it adds a layer of depth that would give players more control and ultimately make the game more interesting.
1. Have a "tick box" feature under the "Clan" tab that specifies whether companion party AI's are allowed to raid enemy villages. The player could have this on or off at any given time.
2. Have a kingdom policy that disallows raiding, with logical consequences. My suggestion would be something along the lines of +1 militia to fortresses/cities, +1 loyalty, etc (since the people are both grateful and more populous due to the lack of raiding). However, your kingdom would lose all benefits related to raiding, such as weakening enemy strongholds/economy, or collecting raided loot.
I think this feature could really add to gameplay, both from a role-playing and pragmatic perspective. For a "moral ruler" who wants their people to prosper, they could choose to minimize their future kingdom's losses by solely targeting the strongholds and not the people themselves. For a cold, calculating warlord, they could spare their economy to prevent the city-wide food shortages that inevitably stem from a lack of food-producing villages. Either way it adds a layer of depth that would give players more control and ultimately make the game more interesting.