As I've been playing on 1.4.0 some of this stuff may already be patched in, but I have read the patch notes and removed anything that seems like it has.
Changes/Features I'd Like to See
Changes/Features I'd Like to See
- Reinforcements during a battle should arrive outside of the Red Boundary, and then make their way into the battlefield. Too many times I've been attacking the enemy positioned at one point of the map, and their reinforcements appear behind my soldiers.
- Formations should have an option to target a specific troop type of the enemy. For example, if I want my archers to shoot at the enemy archer formation, instead of wasting arrows on their shields.
- Use Spears/Use Blunt/etc commands to direct units with multiple weapons to use a specific one. This was a feature in Warband. Either this, or limit units to having only a single melee weapon. This way at least we'll know that if we recruit spearmen, they'll be using their spears.
- Pull Rider from Horse it should be possible to pull a rider from their horse as a way to dehorse them. If a cavalry unit is moving at a very slow speed, or is static, foot units should have this option.
- Order Clan Parties on Map You should be able to order your clan parties to some degree. Simple commands such as patrol around X town. Raid caravans/peasants. Fight bandits.
- You should be able to pay a premium to have a blacksmith forge a custom weapon for you Instead of having to forge it yourself. How many kings were forging their own weapons? No they had a master smith do it.
- Checkbox for Smithing Weapons to make the item unique This would prevent it from appearing in-game as another item in markets/tournaments.
- Noble Tournaments This would be like the existing tournaments, but instead of allowing all-comers, it would require a certain level of renown or rank within a faction. It would be populated with lords, and higher tiered units as fillers where needed. The rewards would be greater, and the renown.
- Encampment Option Similar to Warband, you should be able to set up camp when on the campaign map. Setting up camp should take a short period of time, at which point you're vulnerable to attacks as you cannot move until the encampment has been broken down. The larger your party, the longer it takes to make/break camp. While in camp, passive XP gain is higher, healing is also faster. Additional options for Encampment battles would be great too.
- Fort Creation - Lords should be able to create small forts on the map. These could be used to create chokepoints, fortify regions, etc. These forts would be very small, but would provide rudimentary defense in a siege, and also allowed to act as sort of 'Hideouts' for kingdoms to garrison soldiers in. Forts, require upkeep cost and a garrison, otherwise they fall into disrepair and disappear from the map.
- HideOut for Player - Perhaps as a perk of the Roguery skills. The player could create a Hideout like the bandits have. This could act as a stash, a small garrison, and a dungeon. The player would want to place it in a place lords wouldn't be likely to find it. This would be a nice alternative for players who might enjoy the mercenary/outlaw playstyle.
- Peace Treaties - Similar to the treaties of EU4. The parties involved should be able to negotiate terms if the war was fairly even. If the war was exceptionally one-sided the winning faction may be able to enforce demands more severe on the losing party.
- Vassal Kingdoms - If a nation becomes too small or weak, it should have the ability to become a tributary kingdom to the larger more powerful kingdom. However, there is a risk that the vassal eventually goes to war with the overlord for independence.
- Slight Castle - If you conquer an enemy castle, but don't want to take the time or give up men to garrison it, you should be able to slight the castle. This would destroy some of the buildings, maybe take the wall level down a level, and also make it unusable for a short period in the same way a village is unusable after it's been raided. This would allow you to continue your offensive, without actually taking control of the castle, but also not having to worry about the enemy immediately taking it back and loading up a fat garrison.
- Disease Mechanic - Diseases could pop up in towns randomly and spread around. This would reduce prosperity, hearths, and the number of available recruits. An additional building such as 'Hospital' could reduce the impact of the disease on the town/villages.
- Feasts, hunts, tournaments - The player should be able to hold feasts, hunts, and tournaments in their town/castle. This would be a nice way to gather lords and their families for easier charm/courting. Hunts could involve just riding through the woodlands looking for a deer or something to shoot with other lords. The one who brings it down getting bonuses in renown/relation.
- Hear Grievances - While in a town or castle, you should have the option to hold court and hear grievances. Quest givers could come to you with various quests/issues and you make decisions on those which affect their relation, prosperity, tax income, etc.
- Detachments When you've got a huge army, or a large party, and you spot an enemy lord riding away with his 50 or so men, you have no hope of catching them. You should be able to quickly dispatch a detachment of a number of your soldiers to chase the enemy down. This would allow your army to catch up and hopefully engage the enemy with the bulk of your forces.
- Inter-Faction Clan Feuds/Wars Within a given kingdom, clans which are enemies of one another should be able to have a private conflict. These feuds would involve clan members of one clan being in a state of war with clan members of the other. It might be best to prevent actual sieges and taking of towns/castles as there wouldn't be any legitimate way to vote on it in the realm. But instead allow just the raiding of villages, their caravans, and open field battles until the feud ends.
- Revolts/Unrest This would also help with snowballing more than anything. When a kingdom grows very large, and begins taking lands not of it's culture, there would be a penalty. Similar to the old Total War games like MTW/RTW/MTW2 (I haven't played any newer ones), the unrest level would rise if the garrison was small, prosperity was low, no governor, governor has cruel trait, or the governor wasn't of the same culture. A chance would then exist for there to be a revolt in which a large party of enemies spawns in the countryside under the kingdom of which they claim to represent. If the kingdom they would typically represent no longer exists, perhaps this could revive it, or even better, generate an entirely new kingdom and perhaps name it based off the town/castle it originated at. Ex: The Kingdom of Rhotae, The Chaikand Khanate, etc.
- Civil War The powerful lords of the realm vote to depose the current king, in which case those who vote for join the rebel faction, those who vote against it join the loyalist faction. The rebel faction's leader would be determined by another subsequent vote of those rebel lords. The end of the Civil War would be when either one of the leaders of the war is captured, and the fate of that king would be execution.
Athletics Athletics is fun for the player, but having a bunch of troops with Athletics ratings wildly across the board will cause battles and reinforcements in battles to look like a line of ants marching to the frontline. The difference in speed for units should be more impacted by the weight of armor they are wearing than their Athletics skill. I think recruit level troops should have athletics of about 40, and the highest tier troops with Athletics of 60. This will make troops stick together more even when acting independent, as the higher tier troops are going to have more armor on to balance it out.
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