Children Overhaul Idea - Progeny: Coming Home

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Hello ! This is a copy of my original Reddit post on r/mountandblade:

Progeny: Coming Home

I. Coming Home:

· Player can set the family home in an owned settlement. If no settlement is owned, a temporary home can be selected from the player’s faction. Coming home will trigger a player visit.

· Ambient effects:

o Bells begin to toll as the player enters his own town / castle, alerting the settlement as to the ruler’s return (v. a.[1]).

o Guards at the entrance and top of the ramparts shout greetings (v. a.).

o Depending on the Settlement’s Loyalty, townsfolk will either give welcome (v. a.) and cheer, scurry away, or gather in small riots as the leader passes through.

· Player’s children (aged 3+), will spawn outside the Keep, and run to the player, hurriedly followed by an old servant/maid.

o They will proceed to run alongside the player, giving him/her excited news, stories, or childlike questions (v. a.).

o Depending on how many days have elapsed since the last visit, the children will ask if the player has brought back any gifts (v. a.), giving him the option to do so.

o Gift-type: Selected from inventory, player will have the option of giving each child specific items. The type of gift will enable the child to generate and cultivate an interest, granting him a slow and passive increase in a set of skills. (Ex: Jewellery/clothes: charm, stewardship, trade. Tier 1/wooden weapons: weapon skill proficiencies. Horse: horse-riding proficiency.)

o Players and children are shown smiling when in proximity to each other. For children, this smile will turn into a frown if the gift dialogue is opened and closed without granting a gift.

II. Children in Town:

· Attributes and gift-type received will determine a child’s interest.

· According to interest, the child will be seen engaged in various activities and locations around the home-settlement. Examples include:

o At the blacksmith, at the stables, at the market, playing with other children, at a workshop, playing at the fountain, at the guardhouse, playfighting in front of the arena, chasing animals/kids in the streets, falling in with local gangs, hurting animals, stealing from the marketplace.

· Players visiting the keep will spawn the children in the keep. Children can be told to recite chapters of poems (v. a.) that they learn progressively, belonging to their own culture (if 3+ years old), or foreign poems if returned from abroad courtships/squiring (12-18 years old).

o Upon selecting the chapter of the poem to recite, the child will go to the center of the keep (generally facing the throne) and proceed to voice his/her lines. Other lords or children present will gather around the scene to listen, resulting in positive relation increase.

o As placeholder for possible customized stories or poems relating to calradic events, simplified and shortened versions of classics will be chosen for each culture (Ex: Poem of the Wanderer for Sturgia/Battania, the Iliad/Odyssey for the Empire, pieces of Amour Courtois for Vlandia, mongol heroic epics for Khuzait, and sufi poems for Aserai).

III. Teenager System (12-18.)

· According to attributes/interest/relation with player/security of town/number of visits:

o Child will grow up into a teenager type, influencing training path and attitude, which will determine the child’s levelling system and displayed activities during his 12-18 age period spent at home, as well as courtship/squiring abroad.

  1. Training Path:
i. Studious. Passive learning of skills in smithing, charm, stewardship, leadership, medicine, engineer, trade. Teenager shown at the blacksmith, reading at the fountain or other cultural monuments, on the rampart, at the market.

ii. Athlete: Passive learning of combat skills. Teenager shown fencing with guards, talking to guards, running races with other NPCS, riding horses in and outside of town.

iii. Rebel: Passive learning of combat skills, particularly throwing, archery, athletics and roguery. Teenager shown stealing at the marketplace, robbing townsfolk, fallen in with local gangs in alleyways.

2. Attitude:

i. Respectful: (Increased chance based on attributes, frequency of visits, and gifts).

o Increased chance to be affected by training path changes.

o Positive, respectful, smiling and admiring dialog to player.

ii. Sullen: (Increased chance based on negative attributes, and rarity of visits and gifts)

o Decreased chance to be affected by training path changes.

o Increased chance to Rebel training path.

o Negative relations with parent, frowning, and negative dialog to player.

IV. Courtier / Squiring System (12-18.)

· Children of players (and other lords when implemented) between the ages of 12-18 will become eligible to be sent abroad to a town or lord for mentorship, until recalled.

· Receiving clan’s culture and faction determine the equipment / clothes / poems / stories used and brought back.

· Child’s attitude will determine positive or negative relation gains between player and receiving clan.

· Sending a child away is a good way of giving them faster training than at home, but at the risk of acculturation which, depending on a meter, may eventually lead the child to defect to that clan.

o Needs some monitoring of the information given as the child dutifully writes letters home (in the form of in-game reports).

o Child’s length of stay, attitude, aswell as player relation with the receiving clan increases or decreases rate of acculturation for the child.

  1. Courtier / Lady-in-Waiting:
· Child sent to clan’s settlement, becomes a permanent notable of that settlement. Has to be ransomed if settlement is captured.

· Training Path continues, at a faster rate, in the new settlement, with increased rate for Studious / Rebel training paths.

· Receiving clan culture determines clothes and types of skill learned.

2. Squire:

· Child sent to the retinue of a lord, and becomes like an armed companion to them, acting like a bodyguard during battles.

· Must be ransomed if captured.

· Training paths learning is increased, particularly Athlete and Rebel. Individual skills gained depend on lord’s culture.

Ø Possible future implementation includes “forced courtship/squiring” of a child to guarantee a clan’s loyalty to a faction.

[1] Voice acted.



I'd like to present a very summary brain storm for a children-overhaul idea for M&B: Bannerlord. Tldr: I am no modder.
With that in mind, I wanted to create a post, in the vain hope that it will give some good ideas to talented modders or to the developpers themselves.
The idea is to give the children in the game some pathos - by putting them in a more frontal position of family management, rather than being background characters on the spreadsheet of the Encyclopedia. Another central role is to give the player the feeling of respectability held by a man or woman at the head of a clan and ruler of a settlement in the ancient world. Lastly, the purpose is to give the player an organic reason for "walking around" a settlement, especially one's own - and perhaps bring a smile to your face as you see your children, beaming with joy, sprinting down from the keep to give you a warm welcome, as their old caretaker painfully tries to keep up.

Some of the ideas listed above are more ambitious than others, but all in all they seek to increase the feeling of immersion, aswell as perhaps a learning tool on our present historical understanding of highborn children in the early Middle Ages - this is where the role of the "voice acted" aspect comes into play. Not shown nearly enough, the central role played by oral tradition was a major component of children learning, in a time before any sort of school system, and served to carry on cultural traditions aswell as cementing the feeling of cultural identity.

There is definately room for improvement to streamline some of the proposed systems and reduce the lenght of script needed: like combining training path, attitude and interrests into one, perhaps?

Stay safe.