SP - General Clan purpuse and diversity

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All clans in the game runs by the same sets of rules. They upgrades and gets the same improvements.

I would like some kind of "progress-lines" instead. We have a bunch of upgrade-paths to select from

Examples of lines are "Partysize", "Partycount", "Nobility", "Companions", "Workshops" etc

Each of these lines has a list of perks that does something. Tex, 5 stops along the "Partycount" - line that adds 1 each to the allowed count of parties.

When leveling up, you get skill-points to unlock new levels in the category of your wish. No more static reward for leveling up.

Benefit
  • We can see clans of different purpuse. Clans made for ruling, clans made for fighting, clans with a few huge parties, clans with loads of smaller.
  • We can greatly distinguish other types of clans - for example bandit clans etc.
 
All clans in the game runs by the same sets of rules. They upgrades and gets the same improvements.

I would like some kind of "progress-lines" instead. We have a bunch of upgrade-paths to select from

Examples of lines are "Partysize", "Partycount", "Nobility", "Companions", "Workshops" etc

Each of these lines has a list of perks that does something. Tex, 5 stops along the "Partycount" - line that adds 1 each to the allowed count of parties.

When leveling up, you get skill-points to unlock new levels in the category of your wish. No more static reward for leveling up.

Benefit
  • We can see clans of different purpuse. Clans made for ruling, clans made for fighting, clans with a few huge parties, clans with loads of smaller.
  • We can greatly distinguish other types of clans - for example bandit clans etc.
Absolutely love this idea. Always pessimistic about anyone in the dev team to spot suggestions like this, but hey. Hope dies last.
 
Maybe the clan "diversity" Should be integrate as part of the skill of the clan leader or the clan captains in general. So if the old clan leader dies, the heir assumes and the clan is shaped as his leadership is.
So clan levels will vary on the game.
A bad heir can trigger rebelions for example.
A new clan heir with bad relations to the other clans can trigger expulsion from a kingdom, civil war and the clan should loose a level or 2 if the old warlord dies and is substituted by a new leader that never had his own party...
 
Maybe the clan "diversity" Should be integrate as part of the skill of the clan leader or the clan captains in general. So if the old clan leader dies, the heir assumes and the clan is shaped as his leadership is. So clan levels will vary on the game.

Yeah, one way to do this could be that clan perks enforces the clan-leader setup. But it would result in very varied results as the player is likely never close to starting AI attributes. So static modifications I think is more balanced, where clanleader enforces clan base rather than opposite.

It feels logical that with new leader, a clan has abit different conditions.

the clan should loose a level or 2
With a perk-solution, we don't really need clan-tier for anything but calculating how much fame is needed for next perk. Situations where perks could be lost is an interesting thought.. :smile:

A bad heir can trigger rebelions for example.
A new clan heir with bad relations to the other clans can trigger expulsion from a kingdom, civil war and the clan should loose a level or 2 if the old warlord dies and is substituted by a new leader that never had his own party...
Relation... We don't have personal relations in the game at this point, which is a requirement for opinionbased civil war etc. All of this could be cool features if we had.
 
+1
Would be nice to see clan perks to make clan parties more specialised; for example, a lot of mercenary parties are useless for anything but raiding as they're smaller than any random lord's retinue, which this could change.

Maybe the clan "diversity" Should be integrate as part of the skill of the clan leader or the clan captains in general. So if the old clan leader dies, the heir assumes and the clan is shaped as his leadership is.
On that note, perhaps this could be done btw of relevant skills checks for some of the perks? e.g. increasing number of clan parties would require leader with x level in Steward, increasing troop count of parties requires x level in leadership, increasing number of companions requires x in Charm. Plenty of other clan leader perks (of which the skill tree doesn't really take advantage, leaving the player with crappy governor or captain perks that they never use) could give specialised benefits to clan parties (e.g. faster raiding for all parties or better loot, with leader roguery skill check, or caravan party bonuses with trade skill check).

I'd personally like the clan's culture to be taken into account too. Perhaps passive clan-relevant boons/penalties (e.g. Vlandian clans are descended from adventurers so the player gets an extra companion slot, however companion wages are increased) This could also be something that evolves with such clan perks, dependent on the culture. So the Vlandian example might make sense for a mercenary, but perhaps a noble Vlandian clan would instead have an extra party slot, with the caveat that calling clan members to an army now actually costs a small bit of influence (to simulate the bickering Frankish dynasties the Vlandians are based on).
 
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