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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 idea.

Instead of unrealistically transforming the culture of a settlement, why not allow the possibility of installing new notables into settlements instead? Why not allow a notable from a conquerer's culture to take over the slot of a native notable? With how notables are dying off, and with things like rival gang quests, why not let us do this? That way, we can choose to recruit the expertise of the locals, or stick to the style of our faction.

Something like allowing lords to reward distinguished, but ageing soldier with land in a new home could work. Common soldiers can be headsmen, artisans or criminals while nobles can become landowners. This could also trigger quests in the settlement, where disgruntled locals want to get rid of an unwelcome migrant. If not, the newly settled notable could have quests concerning their struggle to fit in. There's all sorts of potential for this.

Other cool things to do is allow us as players to actually try kill notables to free up room for someone else. Maybe even settlement upgrades to add room for more notables or something.

Thoughts?
 
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 idea.

Instead of unrealistically transforming the culture of a settlement, why not allow the possibility of installing new notables into settlements instead? Why not allow a notable from a conquerer's culture to take over the slot of a native notable? With how notables are dying off, and with things like rival gang quests, why not let us do this? That way, we can choose to recruit the expertise of the locals, or stick to the style of our faction.

Something like allowing lords to reward distinguished, but ageing soldier with land in a new home could work. Common soldiers can be headsmen, artisans or criminals while nobles can become landowners. This could also trigger quests in the settlement, where disgruntled locals want to get rid of an unwelcome migrant. If not, the newly settled notable could have quests concerning their struggle to fit in. There's all sorts of potential for this.

Other cool things to do is allow us as players to actually try kill notables to free up room for someone else. Maybe even settlement upgrades to add room for more notables or something.

Thoughts?
I kind of like this idea, if i understand it correctly, as it will allow you to recruit units from both cultures. Im not sure how new notables comes around in game atm, but there must be some intended mechanic for it. I like the idea of you having control over who they are, in some sort of event or quest like fashion.
My own idea for how to deal with culture of units, is still what i prefer, but i also know its likely fully unrealistic and would never excpet or be mad to not see it, even from modders. My idea is to have mixed culture units, so that forinstance Battanian Twohanded Swordsmen become a sort of heavy twohand greatsword vielding knight. or the otherway around Vlandian crossbowmen become shortbowmen with armorbreaking melee weapons. This would take alot of work though and i dont even have a fully visualized concept of it. (in my idea special troops like the Finanbowmen are excluded and would stay the same.)
 
I kind of like this idea, if i understand it correctly, as it will allow you to recruit units from both cultures. Im not sure how new notables comes around in game atm, but there must be some intended mechanic for it. I like the idea of you having control over who they are, in some sort of event or quest like fashion.
My own idea for how to deal with culture of units, is still what i prefer, but i also know its likely fully unrealistic and would never excpet or be mad to not see it, even from modders. My idea is to have mixed culture units, so that forinstance Battanian Twohanded Swordsmen become a sort of heavy twohand greatsword vielding knight. or the otherway around Vlandian crossbowmen become shortbowmen with armorbreaking melee weapons. This would take alot of work though and i dont even have a fully visualized concept of it. (in my idea special troops like the Finanbowmen are excluded and would stay the same.)
That sounds a bit tricky sadly. Maybe it could be achieved with a sort of custom unit thing that allows NPCs to generate their own strange unit based on equipment available to them. Prophesy of Pendor kind of managed it.

+1

Especially if companions can be installed as notables. "You can own this land, but you owe me all eight slots."
That would be great, but if allowed then I'd like the Distinguished Service mod to become a vanilla feature. If not, we should at least have the ability to pull them out if we really want them back.

Eight slots could get out of hand though...
 
That sounds a bit tricky sadly. Maybe it could be achieved with a sort of custom unit thing that allows NPCs to generate their own strange unit based on equipment available to them. Prophesy of Pendor kind of managed it.
As i said, i dont really think its achiveable or worth the effort, but its my dream senario for the perfect solutiuon, but i dont fully know how much effort it would take, an easy solution could be that it was only one troop line maybe. We will see what modders come up with.
 
As i said, i dont really think its achiveable or worth the effort, but its my dream senario for the perfect solutiuon, but i dont fully know how much effort it would take, an easy solution could be that it was only one troop line maybe. We will see what modders come up with.
Yeah, I would definitely think that only a single line of troops would be the best way to go about it. Maybe the most practical way really. I wouldn't think any more than that would be necessary. I do see custom troop tree mods being something something that's very popular, and PoP did give AI the ability to make their own ones too. So it could happen.

All this would be fun to have alongside the ability to appoint new notables.
 
This would also help with the issue of notables dying all the time. If not that, then I don't know exactly how TW intends to solve dying notables, besides maybe ridding of that altogether.
 
I support this, a very elegant and engaging solution to the age old issue of ending up playing another faction than the one you wanted.
 
I still believe in this suggestion dammit. If not through TW, then through mods.

Really though, I do not know how TW would tackle the issue of randomly dying notables without something like this. If anything, it should have been implemented before enabling notables to die.
 
I like this idea!

But I don't see how a Vlandian headman/landowner whould start to spawn Vlandian Recruits in a Battanian Village. I mean, Village people is still Battanian.

But it´s a step on the road! Next step is to help him bring/escort Vlandian settlers(farmers..) to the village, help him with protection and other quests to survive the cause, as well as integration... or rather assimilation... of the majority Battanian population. A hard task, indeed.
 
I like this idea!

But I don't see how a Vlandian headman/landowner whould start to spawn Vlandian Recruits in a Battanian Village. I mean, Village people is still Battanian.

But it´s a step on the road! Next step is to help him bring/escort Vlandian settlers(farmers..) to the village, help him with protection and other quests to survive the cause, as well as integration... or rather assimilation... of the majority Battanian population. A hard task, indeed.
Well, immigrants would be how you get Vlandian recruits in a Battanian village. Which is just like you said in your followup.
 
I'm giving this suggestion a bump. I think its an elegant way to make use of existing systems while satisfying everyone's wants. You want Vlandians in Sturgian lands? Install a new notable. You want some minor faction recruits? New notables? Or maybe you just want to get rid of the notable that hates you for some reason? Give them the boot and install a new notable.
 
That would be great! also a way to get rid of gang leaders and appoint a rogue companion there either temporarily (generate money from extortion, takes companion slot to maintain) or permanently (becomes new notable with a relationship boost, does not take companion slot anymore)
 
+1
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I like it and I think this addition would improve the playable experience. ☝️This notables idea + this recruitment system redesign would be ideal in my desired campaign gameplay.
 
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