would love a merger for this game and anno series?
There are several ways.
The whole idea is to be able to build your own fief from absolute Zero with wealth and resource investments of course - with more freedom. Or more simple with or without a quest to recover a once forgotten great place. In the second variant there will be just a scripted place, where you will begin building a fief - less freedom.
And it should of course take a lot of time to build anything complex.
There are two ways to realize both ideas. More detailed information below.
1. and 2. options at first to build something simple and than upgrade it to a town or even a huge metropolis.
It's more complex anyway - progression in building stages, may also add unique/regular buildings with unique/regular upgrades for them.
3. option - just to choose between building regular fiefs - a castle or a town with only regular upgrades. Without a possibility to change the type of a fief in future. The most simple one. Or to have an ability to build both one castle and one town.
1 option.
Building with stages.
You start from building a small temporary Camp for your party, which f.e. needs just wood and can only be one at a time. So it can be deconstructed any time and built again in a new place, but you still can keep some troops there, let's say 50 men. It will also help making new companion parties.
- The next stage. Now you can build already a permanent wooden Keep with wooden walls (wooden Castle), which can be stationed only in some exact places. So in perfect situation it should be scripted, not to be too close to other villages/castles/towns. Of course it should cost a lot of money and resources, not to be an easy task to do, but not so much time. Maybe it even can't be destroyed once built, so for a player to choose such a place wisely. If you decide to abandon it, it may even be occupied by bandits for more realism.
It can have its own different upgrades, including a possibility to choose its own production. So it's already a hybrid of a small wooden castle and a village.
Or maybe you can build houses a regular village or several villages connected to this place, while you upgrade it without hybrids. F.e. one or two villages for a castle, two or three villages for a town.
- The next stage. A stone Keep with wooden walls.
- The next stage. A regular Castle. A stone Keep with stone walls.
- The next stage. A Town.
With regular building upgrades and options. Or better with some unique upgrades of course as you build it from absolute Zero and may have your own priorities in different areas. F.e. you may need a future prosperous metropolis full of people and gold or a reliable fortress with high walls and a huge garrison, so nobody can conquer it.
2 option.
Or it can be even more simple, but with the same idea.
First stage is a regular Wooden Castle, which is already widely present in the game.
Second stage - a Stone Castle, also nothing new.
Final stage - a Town, the same.
All with regular upgrades for each. But with possibility to upgrade from wooden castle to a stone one and from stone castle to a town.
Better with new connected villages of course. Nothing new with them too.
3 option.
As stated above. A possibility to choose between building regular fiefs - a wooden/stone castle or a town with only regular upgrades. Without a possibility to change the type of a fief in future. Or to have an ability to build both one castle and one town.
Why you need a possibility to build castle instead of a town in this case, if you can't build both? Because it's far less expensive to do and you won't need as much time. Wooden castle is the cheapest, stone one is a little harder to build. Not much harder, because in this particular case it will only differ visually, with the same regular upgrades.
A town is the most expensive and it will take much more time to build, not only because of resources, but also because it will take more time for more people to come in this place in search of new opportunities or simply a place to live. It's also a simplified answer to a possible question - where do people come from? A lot of them are are the ones, who were building this fief. So once you've finished it won't be empty.
UPD. My other suggestions connected with this thread one way or another.
Suggestion. Building in towns and castles is way too fast and free. Maintenance.
Capitals/all fiefs with unique buildings and additional opportunities.
__________________________________
__________________________________
UPD. My other suggestions connected with this thread one way or another.
Suggestion. Make training grounds the new main source of training, especially for recruits. Add recruiters and patrols in the game.
Tools to balance food and prosperity. Detailed suggestions for food shortages.
Hideout difficulty. A possible solution, both if you like or hate them. Detailed.
Suggestions. Maths and Winter attrition for balance. Detailed explanation
___________________________________
Additional information on mods, slightly connected with this thread.
Mod "Banditlord". It doesn't allow you to build anything new, but concerning this thread, f.e. there is a way to recruit Bandits directly from Hideouts and Towns. Mostly it concerns bandit faction and bandit troop tree. It doesn't allow you to build anything. Still maybe there is a way to use hideouts for this cause, at least as a static or even mobile camp.
Banditlord
New Patch contains Freyas Balance update (Completely rebalanced ALL Bandits) and also added a new Wildling Trooptree aswell as a female Tree.Reworked Bandit troop tree and new Bandit themed unitwww.nexusmods.comBanditlord mod for Mount & Blade II: Bannerlord
-Completely Reworked Bandit Upgrade Trees. -Added over 30 new Bandit Themed units with way more to come. -Added a new Recruitment system which allows you to recruit your own Band of Bandits from Cities and Hideouts directly. -Added the first Bandit Themed...www.moddb.com
a minor addition to your suggestion, that, castles cannot be implanted lets say 10 units around an already existing structure. castles can be destroyed till they are wooden, like just burn it, but the stone walls were pretty much a waste to demolish to the ground, and were much better for occupation. the terrain should give bonuses to production? i guess because you need a vilalge first before a castle. in a different game mode though, we can just ddemolish cities and villages and towns, plundered and ruined, would destroy the in game economy but sound nice for a mod. peace out?
There are several ways.
The whole idea is to be able to build your own fief from absolute Zero with wealth and resource investments of course - with more freedom. Or more simple with or without a quest to recover a once forgotten great place. In the second variant there will be just a scripted place, where you will begin building a fief - less freedom.
And it should of course take a lot of time to build anything complex.
There are two ways to realize both ideas. More detailed information below.
1. and 2. options at first to build something simple and than upgrade it to a town or even a huge metropolis.
It's more complex anyway - progression in building stages, may also add unique/regular buildings with unique/regular upgrades for them.
3. option - just to choose between building regular fiefs - a castle or a town with only regular upgrades. Without a possibility to change the type of a fief in future. The most simple one. Or to have an ability to build both one castle and one town.
1 option.
Building with stages.
You start from building a small temporary Camp for your party, which f.e. needs just wood and can only be one at a time. So it can be deconstructed any time and built again in a new place, but you still can keep some troops there, let's say 50 men. It will also help making new companion parties.
- The next stage. Now you can build already a permanent wooden Keep with wooden walls (wooden Castle), which can be stationed only in some exact places. So in perfect situation it should be scripted, not to be too close to other villages/castles/towns. Of course it should cost a lot of money and resources, not to be an easy task to do, but not so much time. Maybe it even can't be destroyed once built, so for a player to choose such a place wisely. If you decide to abandon it, it may even be occupied by bandits for more realism.
It can have its own different upgrades, including a possibility to choose its own production. So it's already a hybrid of a small wooden castle and a village.
Or maybe you can build houses a regular village or several villages connected to this place, while you upgrade it without hybrids. F.e. one or two villages for a castle, two or three villages for a town.
- The next stage. A stone Keep with wooden walls.
- The next stage. A regular Castle. A stone Keep with stone walls.
- The next stage. A Town.
With regular building upgrades and options. Or better with some unique upgrades of course as you build it from absolute Zero and may have your own priorities in different areas. F.e. you may need a future prosperous metropolis full of people and gold or a reliable fortress with high walls and a huge garrison, so nobody can conquer it.
2 option.
Or it can be even more simple, but with the same idea.
First stage is a regular Wooden Castle, which is already widely present in the game.
Second stage - a Stone Castle, also nothing new.
Final stage - a Town, the same.
All with regular upgrades for each. But with possibility to upgrade from wooden castle to a stone one and from stone castle to a town.
Better with new connected villages of course. Nothing new with them too.
3 option.
As stated above. A possibility to choose between building regular fiefs - a wooden/stone castle or a town with only regular upgrades. Without a possibility to change the type of a fief in future. Or to have an ability to build both one castle and one town.
Why you need a possibility to build castle instead of a town in this case, if you can't build both? Because it's far less expensive to do and you won't need as much time. Wooden castle is the cheapest, stone one is a little harder to build. Not much harder, because in this particular case it will only differ visually, with the same regular upgrades.
A town is the most expensive and it will take much more time to build, not only because of resources, but also because it will take more time for more people to come in this place in search of new opportunities or simply a place to live. It's also a simplified answer to a possible question - where do people come from? A lot of them are are the ones, who were building this fief. So once you've finished it won't be empty.
UPD. My other suggestions connected with this thread one way or another.
Suggestion. Building in towns and castles is way too fast and free. Maintenance.
Capitals/all fiefs with unique buildings and additional opportunities.
__________________________________
__________________________________
UPD. My other suggestions connected with this thread one way or another.
Suggestion. Make training grounds the new main source of training, especially for recruits. Add recruiters and patrols in the game.
Tools to balance food and prosperity. Detailed suggestions for food shortages.
Hideout difficulty. A possible solution, both if you like or hate them. Detailed.
Suggestions. Maths and Winter attrition for balance. Detailed explanation
___________________________________
Additional information on mods, slightly connected with this thread.
Mod "Banditlord". It doesn't allow you to build anything new, but concerning this thread, f.e. there is a way to recruit Bandits directly from Hideouts and Towns. Mostly it concerns bandit faction and bandit troop tree. It doesn't allow you to build anything. Still maybe there is a way to use hideouts for this cause, at least as a static or even mobile camp.
Banditlord
New Patch contains Freyas Balance update (Completely rebalanced ALL Bandits) and also added a new Wildling Trooptree aswell as a female Tree.Reworked Bandit troop tree and new Bandit themed unitwww.nexusmods.comBanditlord mod for Mount & Blade II: Bannerlord
-Completely Reworked Bandit Upgrade Trees. -Added over 30 new Bandit Themed units with way more to come. -Added a new Recruitment system which allows you to recruit your own Band of Bandits from Cities and Hideouts directly. -Added the first Bandit Themed...www.moddb.com
Also where do the people for a town come from?
I believe they originally tried this idea out, but removed it because it became too complex.
They spoke about it in one of the dev blogs.