Hello,
Below is a list of suggestions that can stand alone but are all supposed to fit together in order to create a more dynamic political landscape. Included are suggestions regarding Warfare, Nobility, Marriage, Inheritance and succession, Gender roles, Trade, and Diplomacy.
Starting with Warfare...
Though the battles may be the meat of the game, they tend to quickly become repetitive and meaningless - the AI declares wars with no clear objective in mind and just wanders around aimlessly, not to mention peace agreements being made at the most idiotic moments anyone could ever pick.
To fix that, I would recommend two mechanics that will no doubt be familiar to many CK players.
- First, divide the world map into 'Baronies', 'Counties', and 'Duchies'. With whatever appropriate cultural names for every faction, like Sheikdom, Emirate, and Sultanate for the Aserai, and Chiefdom, Jarldom, and Principality for the Sturgians.
- Baronies are the Castles and their attached Villages.
- Counties are the Towns and their attached Villages.
- Duchies are the combined County (Town+Villages) and Baronies (Castles+Villages) that have Villages using that Town's market.
The Duchies should be hardcoded from the start of the game and never change regardless of faction ownership. If a faction controls all the Fiefs in a particular Duchy, it is considered Pacified and yields a small prosperity bonus, with an additional bonus if the same culture. However, if two or more factions control Fiefs within the same Duchy, it is considered Disputed and increases bandit activity in the area.
- Second, make three main options for 'wars'. Those being, Raids, Conquests, and Invasions. Each have a different Influence cost upon declaring war, and have clear, achievable objectives.
- Raiding War :
No war target. Clan Leaders can form armies, but only Faction Leader can form army that combines different Clans. Castles and Towns can be besieged and taken for loot and prisoners, but will be returned after peace is declared. Noble prisoners can be kept for ransom even after peace agreement. Bonus to yields from raiding villages and caravans. Unlikely for mercenary clans to be hired.
The objective is to raid and capture prisoners. Sieges are more difficult to carry out due to smaller armies. Higher rewards from raiding and opportunity to keep prisoners. Lowest influence cost to declare war, but higher cost if against the same culture.
Kingdom Policy, Raiding Culture, increases raiding profits.
- Conquest War :
A target is decided on upon declaring war. Eligible war targets are any NEIGHBOURING Barony (Castle) or County (Town). Armies can be formed normally. Any other Castle or Town that is besieged and taken will be returned along with all noble prisoners after peace is declared. No bonuses to raiding. Mercenary clans likely to be contracted. Objective is to conquer only 1 Fief.
Influence cost is medium, but cheaper for Castles and more expensive for Towns. Reduced influence cost if the target is of the same culture. Reduced influence cost for targets in a Disputed Duchy where the Faction declaring war has a Fief.
Kingdom Policy, Conqueror People, reduces influence cost to declare war.
- Invasion War :
An entire Duchy is targeted. Eligible war targets are any NEIGHBOURING Duchy (Town+Castles with market Villages), or any Disputed Duchy where the Faction declaring war already possesses a Fief. Armies can be formed normally. Any other Castle of Town taken will be returned along with noble prisoners. No bonuses to raiding. Mercenary clans highly likely to be contracted. Objective is every single Fief in the target Duchy.
Highest Influence cost, but reduced if target is the same culture, and also if the target Duchy is Disputed. If peace is declared before every Fief could be taken by one side or the other, the opposing factions keep whatever they're holding onto at the time peace is declared, and the Duchy remains Disputed.
Kingdom Policy, Imperial Ambitions, reduces Influence cost to declare war.
Additionally, there could be other types of war that are dependent on circumstances and events...
- Liberation War :
Every Fief belonging to the aggressor faction's culture is targeted, but only applicable if those Fiefs are under the control of another Culture. So, Imperials can't declare Liberation Wars on each other, but if another culture, such as the Aserai, were to take holdings of Imperial culture, then any Imperial faction NEIGHBOURING those Fiefs, can declare a Liberation War targeting those Fiefs.
- Rescue War :
Target is a specific castle or town known to be holding prisoners. Does not have to be a neighbouring settlement. The AI tries to negotiate peace after the rescue has been completed, or has resulted in a failed siege. Any conquered settlement is returned after peace is declared.
- Revenge War :
Results from a lord having been executed by a rival faction. The kingdom of the now defunct lord can choose to avenge him and declare war, with the settlements belonging to the executioner lord becoming a viable target for conquest.
Very low influence cost, but can only happen after an execution.
- Vassalization War :
Kingdoms can vassalize individual Clans into their own faction, IF the aggressor's kingdom, and the target Clan, are of the same culture, but not the culture of the target kingdom. So, if a Northern Imperial Lord were to leave his faction and join the Southern Empire, then nothing changes. But, if that same lord were to join the Khuzait, all Imperial factions bordering the Fiefs of that Imperial-Khuzait lord, would be able to declare a Vassalization War, and bring his clan into their faction by force.
- Rival War :
Two NEIGHBOURING faction leaders hate each other. They're not targeting any settlements in particular - they're just trying to beat the **** out of the other. Completely pointless war with nothing to gain, and lowers relations with all vassals the longer it lasts.
I believe that these two systems of territorial division and targeted wars put together would allow for a slower pace of conquests overall, would lead to more sensible and meaningful wars with opportunities for decisive battles, and allow to streamline the AI's logic to apply strategies adapted to their current objective in a limited geographic area, rather than going off to siege god knows what on the other side of the map. And again, these mechanics can be built on, or combined with other things.
For example...
STRATEGIC VILLAGES
- Make Clan Leaders have the ability appoint a Clan Member to a particular village owned by that clan. That appointed Clansperson will go to that village and stay there, recruiting troops and training them, patrolling around the village, escort its villagers to and from their market town, increase relations with local notables, and generally protect the surrounding lands. Depending on their personality traits, they may be better or worst at certain tasks, such as Generous Clansmen who will increase the prosperity of the village, whereas Greedy ones will lower it, and Cautious Clansmen are more likely to avoid engagements, whereas a Daring one will go after anything that moves. Etc...
- In that vein, add the ability for Clan Leaders to send Clan Members to a Castle, not as a Governor, but as a Commander, where they will spend their time patrolling around their castle and attached villages, recruiting and training troops, and essentially guard your holdings in the same manner described above.
- Add the ability to send limited garrisons to villages, albeit at the cost of that village's prosperity. It will allow for border regions to be reinforced and for villages that produce important resources to be protected. Results in a high relations penalty with the local notables, but reduced if a) currently at war, b) located in a Disputed Duchy, c) troops are of the same culture, d) owning Clan is of the same culture, e) faction is of the same culture.
Players will do what they want, but the AI could prioritize sending Clansmen and garrisons to villages and castles on the border or in disputed territories only, so as to defend their frontier provinces but not cripple their economy at the same time.
DOMESTIC POLITICS
Noble relations need to be reworked completely. It makes no sense that Vlandian lords would be best buddies with Khuzaits at game start, when they're probably never going to meet, and the only time they may possibly have met in the past was at the Battle of Pendraic, during which they were supposed to be stabbing each other in the face. Their friends and enemies should be limited to their Kingdom, and maybe a couple nobles in neighbouring kingdoms, but they should be in the minority.
But most importantly they can be partly linked to the Barony, County, Duchy system described above.
In order to have a Duke title, a Clan needs to control the entire Duchy, meaning the County (Town) and the attached Baronies (Castles), so if one Clan controls the Town, but another controls the Castles, no one is the Duke, and we just have a Count and a Baron.
And yes, I realize that's not how titles of nobility work, but I'm trying to adapt to the game...
Becoming Duke could be an ingrained ambition in every Clan Leader, and therefore it would make sense for AI Clans to have relations penalties if sharing Fiefs in the same Duchy, and for them to actively plot to evict the other and take their place for the prestigious Duke title, which would come with an increase in Influence gain, and whatever else...
Several quest chains could be included and be given by lords to attempt to discredit, weaken, and blackmail their rivals, or even push the local populace to revolt, maybe even work with foreign kingdoms. Imagine...
...the devious and greedy Baron of Mecalovea Castle wants to become the Duke of the Epicrotean Province, but before he can satisfy his ambitions, he must find a way to kick out the Count of Epicrotea and take his city from him! So he sends the player to bring a deal to the Sturgian Prince of Omor, asking him to convince his liege, Raganvad, to attack Epicrotea in exchange of gold. The Sturgians declare a War of Conquest on the Northern Empire and besiege Epicrotea, but just after having taken the city, the Baron of Mecalovea, who had maintained his army in his castle along with a force of mercenaries, now springs into action and attacks the exhausted Sturgians, seizing the city for himself to the thunderous applause of the Senate who declare him the Saviour of Epicrotea!
Meanwhile the former Count of Epicrotea, now landless and discredited in the Northern Empire, attempts to use what is left of his influence with the other Clans to pressure Lucon into removing the usurper and return the city to its rightful owner, while the Prince of Omor, having been charmed by the player and paid handsomely to do so, had withdrawn his troops and marched them back home to Omor just before the Baron's attack, and now finds himself the most powerful and wealthiest Prince in Sturgia!
These kinds of questlines could also include Clans that are rivals in lore. Such as the Khergit and the Arkit with the Khuzaits, or the Sarrans and the Qilds for the Aserais. It would also make sense for Kings to try and weaken their most powerful rivals through these kind of underhanded tactics that could also be made to include the criminal elements found in the cities.
Which brings us to...
CLAN INHERITANCE AND SUCCESSION
These two are the cornerstones of the feudal system, and without them, I would be tempted to argue the entire Clans and Dynastic mechanics are utterly useless and serve as little more than a gimmick to give the world a little flavour by adding names to otherwise cosmetic clans. At the same time, going the full Crusader Kings route is even more pointless, since there's no way Bannerlord playthroughs will ever last that long. But some form of inheritance and succession still needs to be added into the game for those particular mechanics to have any weight.
My suggestions would be to add a 'Designated Heir' position somewhere in the Clan tab. How that Heir is designated, depends on the succession method, which would be set to Hereditary as default for the AI clans, but which would give the player the option to change methods. Keep in mind this is about Clan inheritance and succession, and not Factions.
- Hereditary : The Heir is the eldest son of the leader. Must be a member of the clan. Daughters can be Heir if no elligible son is available (ie, there are no sons, or they're all in another clan). Defaults to Seniority if leader has no elligible children.
- Seniority : The Heir is eldest male relative of the leader. Must be a member of the clan. Women can be Heir if no elligible male is available. Defaults to Regency if no family members, or Hereditary if the Clan Leader has children. (Useless to the player in Sandox games since they would need to wait for the third generation before this Succession method came into effect, but could be useful in campaign mode with siblings. Mostly intended for the AI clans)
- Regency : The Heir is the Clan Member with the highest level and highest stats, regardless of family membership. Women can be Heir if no elligible males are present. Defaults to Hereditary if the Clan Leader has children. (Not much use for the player, but intended for AI clans)
- Appointment : Essentially for the player to have the ability to select their own heir. Will cost relations with all members of the Clan, and other Clan Leaders, if Appointed Heir is not related by blood, and even more if female.
The Kingdom Policy, Equal Inheritance, allows for women to maintain their place in the line of succession, but costs a lot of influence, and costs a lot of relations amongst male nobles who don't have traits like merciful or open-handed, though raises relations with all women vassals, especially those who stand to inherit.
The Heir gains a significant relations boost with the Clan Leader, and could be given a bonus to morale when leading parties, or a boost to the amount of Leadership skills gained over time.
They should also be off-limits for marriage if it means leaving the Clan, unless certain requirements are met. In order to steal an Heir away from their destiny as the future leader of their Clan, and maybe even the Kingdom, you must...
a) have HIGH relations with the Clan Leader
b) have high relations with the Heir in question
c) be ready to spend a fortune
d) be a LANDED vassal in the same kingdom
e.1) be of at least equal rank (Baron, Count, Duke. Doesn't apply to Faction Heirs)
Clan Heirs who are also Faction Heirs have additional requirements.
e.2) must be at least of Duke rank
f) be ready to spend an even bigger fortune
g) have the highest influence score in the kingdom
h) be of the same culture as well as a vassal
In the case of marriages where the spouse joins into the Heir's Clan, most of those requirements are waived, but they will never marry outside of their realm or culture unless in an Alliance (more on that below).
KINGDOM INHERITANCE AND SUCCESSION
The above describes Clan inheritance and succession, and with some kingdoms like the Southern Empire and Vlandia, it should remain largely the same. But in the case of other kingdoms, other forms of succession could be used.
- Dictatorship : Standard for Western Empire and Khuzait
Two values are looked at: army size (including garrisons), and army strength. Quantity vs quality. If the lord with the highest value is one and the same, the succession runs smoothly, and a new Faction Leader is chosen. But if they are different nobles, Influence is used to break the tie, and whoever has the most wins the Kingdom... BUT... the runner-up Clan can choose to challenge the results and revolt, at which time every other Clan in the kingdom will do a relations check with both the King and the Claimant (also affected by culture, distance to ruling and rebel clans, whether either faction holds territory in a contested Duchy, etc...) and will pledge to whomever they favour most, resulting in a civil war for the throne during which no peace can be declared until the kingdom is reunited. The winning clan then claims the throne, the losing clan is banished, but every other loyalist remains.
All Clan Leaders are elligible, including female Clan Leaders, since if they've got the biggest or most powerful army, it's not like anyone can do anything about it. But they will suffer from a malus during succession crisises when time comes for clans to pick a side.
- Elective : Standard for Northern Empire and Battania
The two values looked at are relations with nobles, and relations with notables in the kingdom. The aristocracy vs the people. A lord that has the highest relations count with both the nobles and notables in the kingdom is the clear winner of the election and becomes the next, uncontested faction leader. In the case of these being seperate lords, Influence is again used to break the tie, with the loser able to challenge the results, at which time every other clan in the kingdom must pick a side, and which will result in the banishment of the losing clan.
All Clan Leaders are elligible, but can be limited to only those of the kingdom's culture with the Kingdom Policy, Aristocratic Representation. Women are usually not elligible, unless with the Kingdom Policy, Equal Representation. Both Kingdom Policies only available to factions using the Elective form of succession. The Battanians could start with Equal Representation from game start, and Northern Empire with Aristocratic Representation.
- Oligarchy : Standard for Sturgians and Aserai
The two values looked at are number of holdings (with towns being worth more than castles, which are in turn worth more than villages), compared to the prosperity of holdings. Or perhaps existing wealth, against the prosperity of holdings. Either way, if the same lord, the succession is smooth. If not, Influence to break the tie, and potentially, civil war.
All Clan Leaders are elligible, but can be limited to only town holders using the Kingdom Policy, Urban Monopoly. Women are usually not elligible, unless with the Kingdom Policy, Meritocratic Ladder. Both Kingdom Policies only available to factions using the Oligarchy form of succession. The Sturgians could start with Meritocratic Ladder from game start, and Aserai with Urban Monopoly.
- Dynastic : Standard for Southern Empire and Vlandia
This one works differently. In some ways, it's the simplest since it's basically the same as Clan inheritance and succession, but... when applied to Factions, it also has the potential to create the messiest situations, and the most potential for civil wars.
Unlike kingdoms with the previously mentioned forms of succession, Dynastic kingdoms have a Designated Heir, who is the same Designated Heir as that of the ruling Clan.
If that Heir were to marry outside of their Clan (see the conditions discussed above for that to happen), their old clan would simply pick a new Heir. But they will remain the Faction Heir, just for a new dynasty. When the time comes for the crown to be passed on, the new dynasty take its place as the ruling clan, with the former royal clan having the option to challenge and revolt to place their clan leader on the throne. So, for example, you marry Ira and have her join your clan, Rhagaea dies, and your Clan is now in charge, but the new Clan Leader of the Pethros Clan may very well attempt to make a grab for the throne.
That's the most drastic example, and will rarely happen due to the AI's actions, but should provide plenty for players to do, and should definitely make marrying the daughter of everyone's favourite milf a whole lot more fun! However, civil wars can erupt in other ways too...
- When the son of a monarch takes over after his father's death, the succession is usually smooth... unless he's a little ****head with terrible personality traits and low relations with everyone.
- If a daughter succeeds to the throne, nobles with low relations may revolt under the most powerful amongst them if they perceive the ruling clan as militarily weak. The Kingdom Policy, Equal Inheritance, reduces or outright negates the risk of that happening. Maybe some factions like Battanians, Sturgians, and Khuzait could have that policy from gamestart.
- If the Inheritance laws are forced to shift from Hereditary to Seniority (ie, no elligible children, succession defaults to Seniority), and nobles don't like the new king, those with low relations may revolt.
- If inheritance laws are forced to shift from Seniority to Regency (ie, no more members of the ruling family), nobles will most certainly revolt unless they really like the new guy.
- The first child of a new dynasty inherits the throne, and nobles have low relations with the new ruling family
- New ruler is of different culture than the faction culture
The above can only happen during succession, but provides lots of opportunities for coups and civil wars. In every case, the strongest of the opposing Clan is picked as the leader of the rebellion, and will become the new ruling dynasty if victorious.
And then there's another way the Dynastic succession system can throw a curveball. If a Clan Leader is married to a sibling of the new ruler, they might try to press a claim to the throne if relation is low enough. But most importantly, they can do it at any time so long as they're married to their royal spouse, and even from outside the faction. So, if you marry King Derthert's daughter, you can wait for her brother to inherit the throne, and then press a claim for Vlandia at a moment of your choosing.
A brief note on gender... Many of the above suggestions include mechanics that would involve discrimination against women. I'm not sure why such mechanics weren't transferred from Warband to Bannerlord, though, considering the... progress of modern thought on gender issues, I suspect it's a market decision intended to avoid rubbing the wrong people the wrong way.
Which is ridiculous. In game terms, it made playing female characters more interesting and different from playing male characters. This new line of thought where men and women must be exactly identical in all aspects is idiotic. Controversies be damned. And in real world terms, it does a great disservice to actual social justice to try and sweep all that stuff under the rug and pretend it never happened.
Not to mention that a game built around mass murder, looting corpses, and selling the survivors into slavery, should probably refrain from giving lessons on morality and virtue.
So, for the sake of a more immersive gaming experience, and in honour of all those who actually fought and sacrificed for equality in the eyes of the law... bring back sexism and discrimination against women!
FOREIGN POLITICS
Add Diplomatic 'stances' that kingdoms are holding with one another and that last for the duration of about 3 in-game weeks. These could cost Influence to pass, or could be voted on by the nobles in a kingdom. An example could be:
- Neutral :
Default state. Trade caravans between kingdoms are rare. Inter-kingdom marriages are forbidden. No recruiting outside of the kingdom.
- Non-Aggression Pact :
No difference from Neutral, other than the assurance not to be attacked on that front, though the pact can be broken for a high influence cost and relations penalty. Dishonourable Faction Leaders could use it for sneak attacks, whereas Honorable Faction Leaders would never betray their word.
Reverts to Neutral upon expiry.
- Defensive Treaty :
Requires for a Non-Aggression Pact to have been previously negotiated, and not broken. Both kingdoms pledge to defend the other in case of an attack, but will not join offensive wars, or on-going wars. Inter-faction marriages possible, but infrequent, and not for Faction Leaders and their children, or Clan Leaders and their children. Enable recruitment in each other's lands, but only during wartime.
Replaces Non-Aggression Pact. Can be broken by refusing to honour the treaty when the other kingdom is attacked. Reverts to Non-Aggression Pact upon expiry.
- Alliance :
Requires for a Defensive Treaty to have been previously negotiated, and not broken. Both kingdoms pledge to join each other's wars, defensive and offensive both, as well as join any on-going wars. Inter-faction marriages more likely. Faction/Clan Leaders and their children can agree to inter-faction marriages, but only if it means bringing the spouse into their clan. Invite each other's nobles to tournaments and feasts, should they ever be added. Enable recruitment in each other's lands at any time.
Replaces Defensive Treaty. Can be broken by refusing to join the ally's war. Reverts to Non-Aggression Pact upon expiry, but allows to renogiate Alliance without going through Defensive Treaty if all commitments were honoured.
- Hostile :
Not outright war, but AI more likely to declare war, if not already occupied on other fronts. No inter-faction marriages. No inter-kingdom trade caravans. Nobles will be denied entry into each other's settlements. Bias against characters and nobles of the hostile culture, even when vassal. Certainly no recruiting allowed. Slightly decreased Influence cost to declare war. Can come as a result of three things:
1. One of the above-mentioned treaties was broken by one party or the other. In which case, the only thing to do is wait for the Hostile Stance to expire, at which time it will revert back to Neutral.
2. Kingdoms share Fiefs in a Disputed Duchy. In which case, it will remain Hostile for as long as the Duchy is disputed.
3. A kingdom is enforcing an embargo (more on that below).
The AI would build up troops and defenses in any Barony and County neighbouring the kingdom they're 'Hostile' to. Lords could give out quests to conductspecial operations to liberate and demilitari- *cough* I mean, secret raids and attacks to weaken the rival kingdom. Maybe quests to sneak into a town, contact the local criminal element and hire them to cause some mayhem behind enemy lines. At the sime time, notables could offer quest to smuggle goods across the border since trade is closed off.
- War :
War can be declared according to previously mentioned rules; Raiding War, Conquest War, Invasion War.
Reverts to Truce once the war ends, unless sharing a Disputed Duchy, in which case it reverts to Hostile.
- Truce :
Default state after a war. No inter-faction trade or marriages. Can't declare war against the kingdom with whom the truce is held. Duration of the truce dependent on type of war fought. Longest for Invasion Wars, very brief for Raiding Wars.
Reverts to Neutral upon expiry.
TRADE
Using a similar system as above, reduce inter-kingdom trade and make caravans more likely to stay within their own kingdom. Then introduce Trade Agreements that work in a similar fashion to the diplomatic stances. For example:
- Neutral :
Same as above.
- Border Trade Agreement :
Requires for at least a Non-Aggression Pact to be in effect. Trade caravans travel to any town of the partner kingdom, so long as it's ducal territory is bordering their own kingdom. This can be a good deal, or a bad one depending on the political situation of the moment and how long your border is with the partner faction.
- Trade Route Agreement :
Requires for at least a Non-Aggression Pact to be in effect. Opens a trade route connecting any two specific towns, regardless of location, chosen by the party offering the deal. Cities with villages possessing strategic resources will be an obvious choice for these trade routes and the AI should try and prioritize them, both for securing deals, and raiding.
- Open Trade Agreement :
Requires for at least a Non-Aggression Pact AND either a Border Trade or a Trade Route Agreement with the partner kingdom. Trade Caravans now travel to any town in either kingdom freely. Does not replace the Border Trade or Trade Route Agreements, but stands alongside.
- Embargo :
Shut down trade completely with the target faction. Will shift Diplomatic Stance to Hostile. Allies may also enforce the trade embargo if, a) has a higher relations with the ally than with the embargo target, b) does not have a diplomatic or trade treaty with the embargo target. In the case of the player, a simple choice asking if you will agree to enforce your ally's embargo or not would be sufficient.
Reverts back to Neutral upon expiry, but can be lifted at any time prior to that.
The number of Trade Agreements, or Embargoes, would be dependent on the Faction Leader's Trade score. Furthermore, these Trade Agreements can be broken if enough trade caravans are destroyed by either bandits or foreign kingdoms, in which case all other Trade Agreements with that particular kingdom may be cancelled, and trade relations will revert back to Neutral.
Additionally, these agreements could spawn quests, both from notables and lords of the partner kingdoms asking you to escort their caravans and protect the trade routes, as well as quests handed out by nobles in hostile kingdoms, or just greedy neighbours, to rob and disrupt trade between kingdoms, not to mention gangs smuggling during embargoes, or even purposefully sour relations between them to cause a diplomatic incident. Something along the lines of a quest where you're tasked with recruiting soldiers from one of the two trading kingdoms, only to then attack one of their caravans and place the blame on one of the trading partners, resulting in not only the Trade Agreements being cancelled, but also in Diplomatic relations dropping to Hostile between the former partners, opening the way for an opportune invasion by a scheming neighbour...
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Well, that ended up being a tad more than I thought it would...
Anyways, I really love this game. Thank you for all the hard work you've put into it.
Below is a list of suggestions that can stand alone but are all supposed to fit together in order to create a more dynamic political landscape. Included are suggestions regarding Warfare, Nobility, Marriage, Inheritance and succession, Gender roles, Trade, and Diplomacy.
Starting with Warfare...
Though the battles may be the meat of the game, they tend to quickly become repetitive and meaningless - the AI declares wars with no clear objective in mind and just wanders around aimlessly, not to mention peace agreements being made at the most idiotic moments anyone could ever pick.
To fix that, I would recommend two mechanics that will no doubt be familiar to many CK players.
- First, divide the world map into 'Baronies', 'Counties', and 'Duchies'. With whatever appropriate cultural names for every faction, like Sheikdom, Emirate, and Sultanate for the Aserai, and Chiefdom, Jarldom, and Principality for the Sturgians.
- Baronies are the Castles and their attached Villages.
- Counties are the Towns and their attached Villages.
- Duchies are the combined County (Town+Villages) and Baronies (Castles+Villages) that have Villages using that Town's market.
The Duchies should be hardcoded from the start of the game and never change regardless of faction ownership. If a faction controls all the Fiefs in a particular Duchy, it is considered Pacified and yields a small prosperity bonus, with an additional bonus if the same culture. However, if two or more factions control Fiefs within the same Duchy, it is considered Disputed and increases bandit activity in the area.
- Second, make three main options for 'wars'. Those being, Raids, Conquests, and Invasions. Each have a different Influence cost upon declaring war, and have clear, achievable objectives.
- Raiding War :
No war target. Clan Leaders can form armies, but only Faction Leader can form army that combines different Clans. Castles and Towns can be besieged and taken for loot and prisoners, but will be returned after peace is declared. Noble prisoners can be kept for ransom even after peace agreement. Bonus to yields from raiding villages and caravans. Unlikely for mercenary clans to be hired.
The objective is to raid and capture prisoners. Sieges are more difficult to carry out due to smaller armies. Higher rewards from raiding and opportunity to keep prisoners. Lowest influence cost to declare war, but higher cost if against the same culture.
Kingdom Policy, Raiding Culture, increases raiding profits.
- Conquest War :
A target is decided on upon declaring war. Eligible war targets are any NEIGHBOURING Barony (Castle) or County (Town). Armies can be formed normally. Any other Castle or Town that is besieged and taken will be returned along with all noble prisoners after peace is declared. No bonuses to raiding. Mercenary clans likely to be contracted. Objective is to conquer only 1 Fief.
Influence cost is medium, but cheaper for Castles and more expensive for Towns. Reduced influence cost if the target is of the same culture. Reduced influence cost for targets in a Disputed Duchy where the Faction declaring war has a Fief.
Kingdom Policy, Conqueror People, reduces influence cost to declare war.
- Invasion War :
An entire Duchy is targeted. Eligible war targets are any NEIGHBOURING Duchy (Town+Castles with market Villages), or any Disputed Duchy where the Faction declaring war already possesses a Fief. Armies can be formed normally. Any other Castle of Town taken will be returned along with noble prisoners. No bonuses to raiding. Mercenary clans highly likely to be contracted. Objective is every single Fief in the target Duchy.
Highest Influence cost, but reduced if target is the same culture, and also if the target Duchy is Disputed. If peace is declared before every Fief could be taken by one side or the other, the opposing factions keep whatever they're holding onto at the time peace is declared, and the Duchy remains Disputed.
Kingdom Policy, Imperial Ambitions, reduces Influence cost to declare war.
Additionally, there could be other types of war that are dependent on circumstances and events...
- Liberation War :
Every Fief belonging to the aggressor faction's culture is targeted, but only applicable if those Fiefs are under the control of another Culture. So, Imperials can't declare Liberation Wars on each other, but if another culture, such as the Aserai, were to take holdings of Imperial culture, then any Imperial faction NEIGHBOURING those Fiefs, can declare a Liberation War targeting those Fiefs.
- Rescue War :
Target is a specific castle or town known to be holding prisoners. Does not have to be a neighbouring settlement. The AI tries to negotiate peace after the rescue has been completed, or has resulted in a failed siege. Any conquered settlement is returned after peace is declared.
- Revenge War :
Results from a lord having been executed by a rival faction. The kingdom of the now defunct lord can choose to avenge him and declare war, with the settlements belonging to the executioner lord becoming a viable target for conquest.
Very low influence cost, but can only happen after an execution.
- Vassalization War :
Kingdoms can vassalize individual Clans into their own faction, IF the aggressor's kingdom, and the target Clan, are of the same culture, but not the culture of the target kingdom. So, if a Northern Imperial Lord were to leave his faction and join the Southern Empire, then nothing changes. But, if that same lord were to join the Khuzait, all Imperial factions bordering the Fiefs of that Imperial-Khuzait lord, would be able to declare a Vassalization War, and bring his clan into their faction by force.
- Rival War :
Two NEIGHBOURING faction leaders hate each other. They're not targeting any settlements in particular - they're just trying to beat the **** out of the other. Completely pointless war with nothing to gain, and lowers relations with all vassals the longer it lasts.
I believe that these two systems of territorial division and targeted wars put together would allow for a slower pace of conquests overall, would lead to more sensible and meaningful wars with opportunities for decisive battles, and allow to streamline the AI's logic to apply strategies adapted to their current objective in a limited geographic area, rather than going off to siege god knows what on the other side of the map. And again, these mechanics can be built on, or combined with other things.
For example...
STRATEGIC VILLAGES
- Make Clan Leaders have the ability appoint a Clan Member to a particular village owned by that clan. That appointed Clansperson will go to that village and stay there, recruiting troops and training them, patrolling around the village, escort its villagers to and from their market town, increase relations with local notables, and generally protect the surrounding lands. Depending on their personality traits, they may be better or worst at certain tasks, such as Generous Clansmen who will increase the prosperity of the village, whereas Greedy ones will lower it, and Cautious Clansmen are more likely to avoid engagements, whereas a Daring one will go after anything that moves. Etc...
- In that vein, add the ability for Clan Leaders to send Clan Members to a Castle, not as a Governor, but as a Commander, where they will spend their time patrolling around their castle and attached villages, recruiting and training troops, and essentially guard your holdings in the same manner described above.
- Add the ability to send limited garrisons to villages, albeit at the cost of that village's prosperity. It will allow for border regions to be reinforced and for villages that produce important resources to be protected. Results in a high relations penalty with the local notables, but reduced if a) currently at war, b) located in a Disputed Duchy, c) troops are of the same culture, d) owning Clan is of the same culture, e) faction is of the same culture.
Players will do what they want, but the AI could prioritize sending Clansmen and garrisons to villages and castles on the border or in disputed territories only, so as to defend their frontier provinces but not cripple their economy at the same time.
DOMESTIC POLITICS
Noble relations need to be reworked completely. It makes no sense that Vlandian lords would be best buddies with Khuzaits at game start, when they're probably never going to meet, and the only time they may possibly have met in the past was at the Battle of Pendraic, during which they were supposed to be stabbing each other in the face. Their friends and enemies should be limited to their Kingdom, and maybe a couple nobles in neighbouring kingdoms, but they should be in the minority.
But most importantly they can be partly linked to the Barony, County, Duchy system described above.
In order to have a Duke title, a Clan needs to control the entire Duchy, meaning the County (Town) and the attached Baronies (Castles), so if one Clan controls the Town, but another controls the Castles, no one is the Duke, and we just have a Count and a Baron.
And yes, I realize that's not how titles of nobility work, but I'm trying to adapt to the game...
Becoming Duke could be an ingrained ambition in every Clan Leader, and therefore it would make sense for AI Clans to have relations penalties if sharing Fiefs in the same Duchy, and for them to actively plot to evict the other and take their place for the prestigious Duke title, which would come with an increase in Influence gain, and whatever else...
Several quest chains could be included and be given by lords to attempt to discredit, weaken, and blackmail their rivals, or even push the local populace to revolt, maybe even work with foreign kingdoms. Imagine...
...the devious and greedy Baron of Mecalovea Castle wants to become the Duke of the Epicrotean Province, but before he can satisfy his ambitions, he must find a way to kick out the Count of Epicrotea and take his city from him! So he sends the player to bring a deal to the Sturgian Prince of Omor, asking him to convince his liege, Raganvad, to attack Epicrotea in exchange of gold. The Sturgians declare a War of Conquest on the Northern Empire and besiege Epicrotea, but just after having taken the city, the Baron of Mecalovea, who had maintained his army in his castle along with a force of mercenaries, now springs into action and attacks the exhausted Sturgians, seizing the city for himself to the thunderous applause of the Senate who declare him the Saviour of Epicrotea!
Meanwhile the former Count of Epicrotea, now landless and discredited in the Northern Empire, attempts to use what is left of his influence with the other Clans to pressure Lucon into removing the usurper and return the city to its rightful owner, while the Prince of Omor, having been charmed by the player and paid handsomely to do so, had withdrawn his troops and marched them back home to Omor just before the Baron's attack, and now finds himself the most powerful and wealthiest Prince in Sturgia!
These kinds of questlines could also include Clans that are rivals in lore. Such as the Khergit and the Arkit with the Khuzaits, or the Sarrans and the Qilds for the Aserais. It would also make sense for Kings to try and weaken their most powerful rivals through these kind of underhanded tactics that could also be made to include the criminal elements found in the cities.
Which brings us to...
CLAN INHERITANCE AND SUCCESSION
These two are the cornerstones of the feudal system, and without them, I would be tempted to argue the entire Clans and Dynastic mechanics are utterly useless and serve as little more than a gimmick to give the world a little flavour by adding names to otherwise cosmetic clans. At the same time, going the full Crusader Kings route is even more pointless, since there's no way Bannerlord playthroughs will ever last that long. But some form of inheritance and succession still needs to be added into the game for those particular mechanics to have any weight.
My suggestions would be to add a 'Designated Heir' position somewhere in the Clan tab. How that Heir is designated, depends on the succession method, which would be set to Hereditary as default for the AI clans, but which would give the player the option to change methods. Keep in mind this is about Clan inheritance and succession, and not Factions.
- Hereditary : The Heir is the eldest son of the leader. Must be a member of the clan. Daughters can be Heir if no elligible son is available (ie, there are no sons, or they're all in another clan). Defaults to Seniority if leader has no elligible children.
- Seniority : The Heir is eldest male relative of the leader. Must be a member of the clan. Women can be Heir if no elligible male is available. Defaults to Regency if no family members, or Hereditary if the Clan Leader has children. (Useless to the player in Sandox games since they would need to wait for the third generation before this Succession method came into effect, but could be useful in campaign mode with siblings. Mostly intended for the AI clans)
- Regency : The Heir is the Clan Member with the highest level and highest stats, regardless of family membership. Women can be Heir if no elligible males are present. Defaults to Hereditary if the Clan Leader has children. (Not much use for the player, but intended for AI clans)
- Appointment : Essentially for the player to have the ability to select their own heir. Will cost relations with all members of the Clan, and other Clan Leaders, if Appointed Heir is not related by blood, and even more if female.
The Kingdom Policy, Equal Inheritance, allows for women to maintain their place in the line of succession, but costs a lot of influence, and costs a lot of relations amongst male nobles who don't have traits like merciful or open-handed, though raises relations with all women vassals, especially those who stand to inherit.
The Heir gains a significant relations boost with the Clan Leader, and could be given a bonus to morale when leading parties, or a boost to the amount of Leadership skills gained over time.
They should also be off-limits for marriage if it means leaving the Clan, unless certain requirements are met. In order to steal an Heir away from their destiny as the future leader of their Clan, and maybe even the Kingdom, you must...
a) have HIGH relations with the Clan Leader
b) have high relations with the Heir in question
c) be ready to spend a fortune
d) be a LANDED vassal in the same kingdom
e.1) be of at least equal rank (Baron, Count, Duke. Doesn't apply to Faction Heirs)
Clan Heirs who are also Faction Heirs have additional requirements.
e.2) must be at least of Duke rank
f) be ready to spend an even bigger fortune
g) have the highest influence score in the kingdom
h) be of the same culture as well as a vassal
In the case of marriages where the spouse joins into the Heir's Clan, most of those requirements are waived, but they will never marry outside of their realm or culture unless in an Alliance (more on that below).
KINGDOM INHERITANCE AND SUCCESSION
The above describes Clan inheritance and succession, and with some kingdoms like the Southern Empire and Vlandia, it should remain largely the same. But in the case of other kingdoms, other forms of succession could be used.
- Dictatorship : Standard for Western Empire and Khuzait
Two values are looked at: army size (including garrisons), and army strength. Quantity vs quality. If the lord with the highest value is one and the same, the succession runs smoothly, and a new Faction Leader is chosen. But if they are different nobles, Influence is used to break the tie, and whoever has the most wins the Kingdom... BUT... the runner-up Clan can choose to challenge the results and revolt, at which time every other Clan in the kingdom will do a relations check with both the King and the Claimant (also affected by culture, distance to ruling and rebel clans, whether either faction holds territory in a contested Duchy, etc...) and will pledge to whomever they favour most, resulting in a civil war for the throne during which no peace can be declared until the kingdom is reunited. The winning clan then claims the throne, the losing clan is banished, but every other loyalist remains.
All Clan Leaders are elligible, including female Clan Leaders, since if they've got the biggest or most powerful army, it's not like anyone can do anything about it. But they will suffer from a malus during succession crisises when time comes for clans to pick a side.
- Elective : Standard for Northern Empire and Battania
The two values looked at are relations with nobles, and relations with notables in the kingdom. The aristocracy vs the people. A lord that has the highest relations count with both the nobles and notables in the kingdom is the clear winner of the election and becomes the next, uncontested faction leader. In the case of these being seperate lords, Influence is again used to break the tie, with the loser able to challenge the results, at which time every other clan in the kingdom must pick a side, and which will result in the banishment of the losing clan.
All Clan Leaders are elligible, but can be limited to only those of the kingdom's culture with the Kingdom Policy, Aristocratic Representation. Women are usually not elligible, unless with the Kingdom Policy, Equal Representation. Both Kingdom Policies only available to factions using the Elective form of succession. The Battanians could start with Equal Representation from game start, and Northern Empire with Aristocratic Representation.
- Oligarchy : Standard for Sturgians and Aserai
The two values looked at are number of holdings (with towns being worth more than castles, which are in turn worth more than villages), compared to the prosperity of holdings. Or perhaps existing wealth, against the prosperity of holdings. Either way, if the same lord, the succession is smooth. If not, Influence to break the tie, and potentially, civil war.
All Clan Leaders are elligible, but can be limited to only town holders using the Kingdom Policy, Urban Monopoly. Women are usually not elligible, unless with the Kingdom Policy, Meritocratic Ladder. Both Kingdom Policies only available to factions using the Oligarchy form of succession. The Sturgians could start with Meritocratic Ladder from game start, and Aserai with Urban Monopoly.
- Dynastic : Standard for Southern Empire and Vlandia
This one works differently. In some ways, it's the simplest since it's basically the same as Clan inheritance and succession, but... when applied to Factions, it also has the potential to create the messiest situations, and the most potential for civil wars.
Unlike kingdoms with the previously mentioned forms of succession, Dynastic kingdoms have a Designated Heir, who is the same Designated Heir as that of the ruling Clan.
If that Heir were to marry outside of their Clan (see the conditions discussed above for that to happen), their old clan would simply pick a new Heir. But they will remain the Faction Heir, just for a new dynasty. When the time comes for the crown to be passed on, the new dynasty take its place as the ruling clan, with the former royal clan having the option to challenge and revolt to place their clan leader on the throne. So, for example, you marry Ira and have her join your clan, Rhagaea dies, and your Clan is now in charge, but the new Clan Leader of the Pethros Clan may very well attempt to make a grab for the throne.
That's the most drastic example, and will rarely happen due to the AI's actions, but should provide plenty for players to do, and should definitely make marrying the daughter of everyone's favourite milf a whole lot more fun! However, civil wars can erupt in other ways too...
- When the son of a monarch takes over after his father's death, the succession is usually smooth... unless he's a little ****head with terrible personality traits and low relations with everyone.
- If a daughter succeeds to the throne, nobles with low relations may revolt under the most powerful amongst them if they perceive the ruling clan as militarily weak. The Kingdom Policy, Equal Inheritance, reduces or outright negates the risk of that happening. Maybe some factions like Battanians, Sturgians, and Khuzait could have that policy from gamestart.
- If the Inheritance laws are forced to shift from Hereditary to Seniority (ie, no elligible children, succession defaults to Seniority), and nobles don't like the new king, those with low relations may revolt.
- If inheritance laws are forced to shift from Seniority to Regency (ie, no more members of the ruling family), nobles will most certainly revolt unless they really like the new guy.
- The first child of a new dynasty inherits the throne, and nobles have low relations with the new ruling family
- New ruler is of different culture than the faction culture
The above can only happen during succession, but provides lots of opportunities for coups and civil wars. In every case, the strongest of the opposing Clan is picked as the leader of the rebellion, and will become the new ruling dynasty if victorious.
And then there's another way the Dynastic succession system can throw a curveball. If a Clan Leader is married to a sibling of the new ruler, they might try to press a claim to the throne if relation is low enough. But most importantly, they can do it at any time so long as they're married to their royal spouse, and even from outside the faction. So, if you marry King Derthert's daughter, you can wait for her brother to inherit the throne, and then press a claim for Vlandia at a moment of your choosing.
A brief note on gender... Many of the above suggestions include mechanics that would involve discrimination against women. I'm not sure why such mechanics weren't transferred from Warband to Bannerlord, though, considering the... progress of modern thought on gender issues, I suspect it's a market decision intended to avoid rubbing the wrong people the wrong way.
Which is ridiculous. In game terms, it made playing female characters more interesting and different from playing male characters. This new line of thought where men and women must be exactly identical in all aspects is idiotic. Controversies be damned. And in real world terms, it does a great disservice to actual social justice to try and sweep all that stuff under the rug and pretend it never happened.
Not to mention that a game built around mass murder, looting corpses, and selling the survivors into slavery, should probably refrain from giving lessons on morality and virtue.
So, for the sake of a more immersive gaming experience, and in honour of all those who actually fought and sacrificed for equality in the eyes of the law... bring back sexism and discrimination against women!
FOREIGN POLITICS
Add Diplomatic 'stances' that kingdoms are holding with one another and that last for the duration of about 3 in-game weeks. These could cost Influence to pass, or could be voted on by the nobles in a kingdom. An example could be:
- Neutral :
Default state. Trade caravans between kingdoms are rare. Inter-kingdom marriages are forbidden. No recruiting outside of the kingdom.
- Non-Aggression Pact :
No difference from Neutral, other than the assurance not to be attacked on that front, though the pact can be broken for a high influence cost and relations penalty. Dishonourable Faction Leaders could use it for sneak attacks, whereas Honorable Faction Leaders would never betray their word.
Reverts to Neutral upon expiry.
- Defensive Treaty :
Requires for a Non-Aggression Pact to have been previously negotiated, and not broken. Both kingdoms pledge to defend the other in case of an attack, but will not join offensive wars, or on-going wars. Inter-faction marriages possible, but infrequent, and not for Faction Leaders and their children, or Clan Leaders and their children. Enable recruitment in each other's lands, but only during wartime.
Replaces Non-Aggression Pact. Can be broken by refusing to honour the treaty when the other kingdom is attacked. Reverts to Non-Aggression Pact upon expiry.
- Alliance :
Requires for a Defensive Treaty to have been previously negotiated, and not broken. Both kingdoms pledge to join each other's wars, defensive and offensive both, as well as join any on-going wars. Inter-faction marriages more likely. Faction/Clan Leaders and their children can agree to inter-faction marriages, but only if it means bringing the spouse into their clan. Invite each other's nobles to tournaments and feasts, should they ever be added. Enable recruitment in each other's lands at any time.
Replaces Defensive Treaty. Can be broken by refusing to join the ally's war. Reverts to Non-Aggression Pact upon expiry, but allows to renogiate Alliance without going through Defensive Treaty if all commitments were honoured.
- Hostile :
Not outright war, but AI more likely to declare war, if not already occupied on other fronts. No inter-faction marriages. No inter-kingdom trade caravans. Nobles will be denied entry into each other's settlements. Bias against characters and nobles of the hostile culture, even when vassal. Certainly no recruiting allowed. Slightly decreased Influence cost to declare war. Can come as a result of three things:
1. One of the above-mentioned treaties was broken by one party or the other. In which case, the only thing to do is wait for the Hostile Stance to expire, at which time it will revert back to Neutral.
2. Kingdoms share Fiefs in a Disputed Duchy. In which case, it will remain Hostile for as long as the Duchy is disputed.
3. A kingdom is enforcing an embargo (more on that below).
The AI would build up troops and defenses in any Barony and County neighbouring the kingdom they're 'Hostile' to. Lords could give out quests to conduct
- War :
War can be declared according to previously mentioned rules; Raiding War, Conquest War, Invasion War.
Reverts to Truce once the war ends, unless sharing a Disputed Duchy, in which case it reverts to Hostile.
- Truce :
Default state after a war. No inter-faction trade or marriages. Can't declare war against the kingdom with whom the truce is held. Duration of the truce dependent on type of war fought. Longest for Invasion Wars, very brief for Raiding Wars.
Reverts to Neutral upon expiry.
TRADE
Using a similar system as above, reduce inter-kingdom trade and make caravans more likely to stay within their own kingdom. Then introduce Trade Agreements that work in a similar fashion to the diplomatic stances. For example:
- Neutral :
Same as above.
- Border Trade Agreement :
Requires for at least a Non-Aggression Pact to be in effect. Trade caravans travel to any town of the partner kingdom, so long as it's ducal territory is bordering their own kingdom. This can be a good deal, or a bad one depending on the political situation of the moment and how long your border is with the partner faction.
- Trade Route Agreement :
Requires for at least a Non-Aggression Pact to be in effect. Opens a trade route connecting any two specific towns, regardless of location, chosen by the party offering the deal. Cities with villages possessing strategic resources will be an obvious choice for these trade routes and the AI should try and prioritize them, both for securing deals, and raiding.
- Open Trade Agreement :
Requires for at least a Non-Aggression Pact AND either a Border Trade or a Trade Route Agreement with the partner kingdom. Trade Caravans now travel to any town in either kingdom freely. Does not replace the Border Trade or Trade Route Agreements, but stands alongside.
- Embargo :
Shut down trade completely with the target faction. Will shift Diplomatic Stance to Hostile. Allies may also enforce the trade embargo if, a) has a higher relations with the ally than with the embargo target, b) does not have a diplomatic or trade treaty with the embargo target. In the case of the player, a simple choice asking if you will agree to enforce your ally's embargo or not would be sufficient.
Reverts back to Neutral upon expiry, but can be lifted at any time prior to that.
The number of Trade Agreements, or Embargoes, would be dependent on the Faction Leader's Trade score. Furthermore, these Trade Agreements can be broken if enough trade caravans are destroyed by either bandits or foreign kingdoms, in which case all other Trade Agreements with that particular kingdom may be cancelled, and trade relations will revert back to Neutral.
Additionally, these agreements could spawn quests, both from notables and lords of the partner kingdoms asking you to escort their caravans and protect the trade routes, as well as quests handed out by nobles in hostile kingdoms, or just greedy neighbours, to rob and disrupt trade between kingdoms, not to mention gangs smuggling during embargoes, or even purposefully sour relations between them to cause a diplomatic incident. Something along the lines of a quest where you're tasked with recruiting soldiers from one of the two trading kingdoms, only to then attack one of their caravans and place the blame on one of the trading partners, resulting in not only the Trade Agreements being cancelled, but also in Diplomatic relations dropping to Hostile between the former partners, opening the way for an opportune invasion by a scheming neighbour...
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Well, that ended up being a tad more than I thought it would...
Anyways, I really love this game. Thank you for all the hard work you've put into it.
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