Balancing Castles/Cities

Good suggestion?

  • Yes, will fix the issues

    Votes: 2 100.0%
  • No, will make the issues worse

    Votes: 0 0.0%

  • Total voters
    2

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kreamy

Sergeant
1) Castles should have much higher granary capacity, so that looted villages don't make your garrison vanish. (think 5x approx. of what is now, maybe more, maybe 10x. And consumption only really drains heavier when the castle is sieged, i.e. when it has to use its food stores, instead of subsisting).

Additionally, since castles can have a larger storage, people will be less scared of garrisoning troops in castles.

2) make garrisoning troops in CITIES have NEGATIVE consequences, and a much higher food drain. This will discourage storing troops, and effectively make cities less 'military' oriented (since they will be much less beneficial to act as military centres)....

3) make NOT garrisoning troops in CASTLES have NEGATIVE consequences (increased banditry etc.)

4) people should be able to keep max 50 troops in a city before there are negative consequences. Make those the troops that you have to kill in the keep battle.

5) make cities capturable, and keeps very hard to capture - i.e. you could take over a city in a day, but need 1-2 weeks more to starve out the keep defenders before you can have order etc. and an army / party needs to effectively stay garrisoned for a week or 2 after the conquest. Or you need another day or 2 to build ladders before attacking the keep. something that doesn't make the AI or you go crazy when a city is lost, then fully regarrisoned in an instant.

6) obviously, make cities terrible for recruiting, and castles great for recruiting.

7) obviously give notables a different role than for recruitment (what a stupid mechanic RE: cities)
 
Yes I agree with your points.
i support most suggestions that make cities more economic centers and castle military centers.
I will reserve my opinion on keep battles after I have a chance to play it, but a little waiting period before attacking the keep seems like a good idea. This gives defenders more time to hold out for a relieve force. No point in retreating to the keep otherwise.
6) obviously, make cities terrible for recruiting, and castles great for recruiting.

7) obviously give notables a different role than for recruitment (what a stupid mechanic RE: cities)
Yes, recruitment is very strange in Bannerlord. Especially the fact that you can recruit faction specific units from merchants, artisans and gangleaders.
Working within the current system I would suggest, limiting faction troops to logical NPC's in towns and castles. Villages are fine.
Have a "Master of arms" at a castle for recruitment of noble units and higher tier faction units. Have an "recruitment officer"(or a more appropriate named NPC) in cities for the standard troops, and use the merchant NPC for Caravan guards and Gang leaders for bandit recruitment. Have a militia captain for recruitment of militia troops. With good relationship you could even suggest a rebellion.

This system has to be balanced to make sure faction armies do not run around with merchant and bandit armies.
For example, the AI can only recruit from the NPC that offers faction troops(and militia), but this pool has to bigger for the AI to make sure there are enough recruits.
 
These sound great, anything to do with making castles more viable gives a plus from me.

It would also be cool to see castles employ patrols, nothing too large, but enough to scare bandit parties allowing nearby villagers to reach their destinations. This can be tied to prosperity and improvements of a castle too, with more secure garrisoned castles being able to afford these patrols while others cannot.

Castle training too would be interesting, with castle training improvements providing more exp compared to cities. On the topic of cities, it would be nice for peasants/townspeople to have a greater role. Garrisoning troops (like you said) would deteriorate food stocks, but should also have effects on the population. If you have troops of another culture garrisoning your city, the populace should lose security and loyalty.
 
I like these points!

And I like recruiting from different trees from different types of Notables.

This system has to be balanced to make sure faction armies do not run around with merchant and bandit armies.
Yes.. somewhat! But on the other hand it would be very immersive if the band of a warlord somewhat reflected what holdings he has.

A lord/clan with lots of castles should have high-potential composition(Faction regulars and nobles) limited by starting level and economy while a lord/clan with lots of cities has higher tiered troops from weaker trees. Well... Not bandits and caravanguards but definatly militia and mercenaries/minor faction troops.

Castles should produce less high-tier troops but be stable at T1-T3 regular/noble with a mix at 70%/30% while cities can offer up to T4 recruits and in bigger numbers(ofc depending on prosperity and other factors but during comparable circumstances) with something like 40% militia and mercenaries 30%/minor faction troops 30%. Specialisation buildings in castles and cities could change the output mix.

Villages should provide Militia and only T2. Noble recruits should be Castle only.
 
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