I want to see (and am planning on creating) more tradeable items, and an artisan system for fiefs.
Settlements already have primary produce, I would like to see that expanded and manageable.
A settlement could have a lost of respurces available in the surrounding environment, each with a value for how effectively it can be exploited. For instance, a settlement deep in the woods would be able to easily exploit hardwood as a resource, whereas a settlement in the desert could not.
As a lord, you can tell each settlement what primary resource to focus on, and the settlement would attempt to exploit that resource - a lord in the desert demanding hardwood would be barking up the wrong tree.
Settlements also have improvements that can be built. I would like to expand the list of improvements to artisan workshops, that take primary resources and convert them to artisan resources. Hardwood into furniture or building materials. Flax into linen, grapes into wine.
Settlements would pay more money for the goods they need, based on the workshops available and the goods they already have stockpiled.
I'm pretty sure that something like this already exists in Bannerlord (I haven't actually got to the point where I can hold a fief for long enough to bother managing it) but I would like to expand it. Tomatoes can't be grown in wintry areas, but a warmer climate may make a killing selling tomato sauces to the northern regions, for instance. Potatoes are a cheap commodity but the empire just loves it's vodka, perhaps.
I'm slowly getting my mod environment set up, once I do my first order of business will be adding new primary produce items to the library. Hopefully this stuff isn't so deep in the code as to be unmoddable!
Settlements already have primary produce, I would like to see that expanded and manageable.
A settlement could have a lost of respurces available in the surrounding environment, each with a value for how effectively it can be exploited. For instance, a settlement deep in the woods would be able to easily exploit hardwood as a resource, whereas a settlement in the desert could not.
As a lord, you can tell each settlement what primary resource to focus on, and the settlement would attempt to exploit that resource - a lord in the desert demanding hardwood would be barking up the wrong tree.
Settlements also have improvements that can be built. I would like to expand the list of improvements to artisan workshops, that take primary resources and convert them to artisan resources. Hardwood into furniture or building materials. Flax into linen, grapes into wine.
Settlements would pay more money for the goods they need, based on the workshops available and the goods they already have stockpiled.
I'm pretty sure that something like this already exists in Bannerlord (I haven't actually got to the point where I can hold a fief for long enough to bother managing it) but I would like to expand it. Tomatoes can't be grown in wintry areas, but a warmer climate may make a killing selling tomato sauces to the northern regions, for instance. Potatoes are a cheap commodity but the empire just loves it's vodka, perhaps.
I'm slowly getting my mod environment set up, once I do my first order of business will be adding new primary produce items to the library. Hopefully this stuff isn't so deep in the code as to be unmoddable!