Changing your capital and clan seat

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This is a very simple yet immersive suggestion: being able to select the capital of your kingdom as well as the home of your clan. My proposal would be to display this feature in the "kingdom-fiefs" and "clan-fiefs" tab respectively, roughly like this:

RxYukCH.jpg


AqaUto4.jpg


The changing of your clan seat should be conducted quickly and relatively cheaply, costing, at least in the early game, around 2.000 gold to simulate the moving of items your clan possesses in that town. The bigger and richer your clan and the greater the distance between the old and new seat, the more expensive the move is (up to 25.000 for a late game clan?). The effect is more or less immediate. Clan seats could give you small boni like an increased relationship with the clan who owns that fief, slightly cheaper prices while trading and buying workshops and so on. The number of clan seats should be limited to around three or four per settlement. AI clans should be programmed to automatically choose clan seats they already own as fiefs. If they don't own fiefs they should have their seat in the capital or other major towns. AI mercenary clans don't have to pay for changing their seat and take the capital of the kingdom they are fighting for by default.

The changing of the capital of a kingdom should be a more cost- and time-consuming affair, obviously. If you plan to change the capital you have to invest something between 25.000-50.000 gold, depending on the distance between the old and the new capital. You also need to spend a lot of influence, perhaps 2.000. Furthermore, selecting the new capital has further requirements like a prosperity of at least 3.000 and the existence of certain buildings (lvl 2 fortifications, a lvl 2 granary or perhaps a new administrative building, like a governors palace?). The time span until the change has been completed could amount to approximately 10 in-game days, so roughly a month. Furthermore, you shouldn't be able to initiate a change of the capital if your current capital is under siege. If the current capital has fallen, the second largest / richest town or castle should become the provisional capital by default. It will become a proper capital after around a month, but you and all your lords suffer major debuffs in the meantime (money, influence, morale), forcing you to make peace with the enemy on most occassions. Afterwards you can still change the capital as usual, if you can afford it. If you chose to change the capital and the old capital is besieged and conquered before the change is completed, the new capital will be the one you initially selected, although you and your kingdom will suffer debuffs. The shorter the period between the initiation of the change and the start of the siege of the old capital, the bigger the debuffs. If it has been three days or less the selected new capital will serve as a provisional capital, with all the associated big malusses.

More complex mechanics for capitals could be added later, like perhaps custom buildings, a bonus to tax income and militia recruitment, easier access to high tier units or a loyalty bonus to nearby settlements, while those farther away suffer a malus (not unlike in Total War). In my opinion, fleshed out capital mechanics would give the Bannerlord campaign some depth it desperately needs. Would be very happy if the devs would consider my suggestions.
 
Last edited:

Emperor1997

Knight
This is a very simple yet immersive suggestion: being able to select the capital of your kingdom as well as the home of your clan. My proposal would be to display this feature in the "kingdom-fiefs" and "clan-fiefs" tab respectively, roughly like this:

RxYukCH.jpg


AqaUto4.jpg


The changing of your clan seat should be conducted quickly and relatively cheaply, costing, at least in the early game, around 2.000 gold to simulate the moving of items your clan possesses in that town. The bigger and richer your clan and the greater the distance between the old and new seat, the more expensive the move is (up to 25.000 for a late game clan?). The effect is more or less immediate. Clan seats could give you small boni like an increased relationship with the clan who owns that fief, slightly cheaper prices while trading and buying workshops and so on. The number of clan seats should be limited to around three or four per settlement. AI clans should be programmed to automatically choose clan seats they already own as fiefs. If they don't own fiefs they should have their seat in the capital or other major towns. AI mercenary clans don't have to pay for changing their seat and take the capital of the kingdom they are fighting for by default.

The changing of the capital of a kingdom should be a more cost- and time-consuming affair, obviously. If you plan to change the capital you have to invest something between 25.000-50.000 gold, depending on the distance between the old and the new capital. You also need to spend a lot of influence, perhaps 2.000. Furthermore, selecting the new capital has further requirements like a prosperity of at least 3.000 and the existence of certain buildings (lvl 2 fortifications, a lvl 2 granary or perhaps a new administrative building, like a governors palace?). The time span until the change has been completed could amount to approximately 10 in-game days, so roughly a month. Furthermore, you shouldn't be able to initiate a change of the capital if your current capital is under siege. If the current capital has fallen, the second largest / richest town or castle should become the provisional capital by default. It will become a proper capital after around a month, but you and all your lords suffer major debuffs in the meantime (money, influence, morale), forcing you to make peace with the enemy on most occassions. Afterwards you can still change the capital as usual, if you can afford it. If you chose to change the capital and the old capital is besieged and conquered before the change is completed, the new capital will be the one you initially selected, although you and your kingdom will suffer debuffs. The shorter the period between the initiation of the change and the start of the siege of the old capital, the bigger the debuffs. If it has been three days or less the selected new capital will serve as a provisional capital, with all the associated big malusses.

More complex mechanics for capitals could be added later, like perhaps custom buildings, a bonus to tax income and militia recruitment, easier access to high tier units or a loyalty bonus to nearby settlements, while those farther away suffer a malus (not unlike in Total War). In my opinion, fleshed out capital mechanics would give the Bannerlord campaign some depth it desperately needs. Would be very happy if the devs would consider my suggestions.
+1
 

Ask

Sergeant
Yes! Now that many of the core game mechanics are almost complete we need to start getting features like these, more diplomacy stuff. Hopefuly we'll get things like feasts and more lord, clans and kingdom interactions. Capitals sound so cool!
 
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