Lolbash said:
Why not just go ahead and simulate every single NPC and billager and peasant if we are going to go this deep into the mechanics and think that this is a good idea?
It's a good idea. A great idea, in fact. Whether or not it's practical or necessary for Bannerlord is another matter, though.
There was a game that came out (I think) in the early 2000s called "Republic". It was supposed to be a politics sim set in a former soviet republic, where you had to try to gain influence and work your way up from an anonymous citizen to become president, using whatever methods you wanted - political canvassing, economic influence, violence and mob activity, etc. If I remember rightly, the character background creation wasn't that far off what M&B has in Warband. Anyway, the pre-release claims of the developers included that every citizen in the game world was simulated individually and could be influenced, recruited, attacked or otherwise interacted with by the player - and that they would number around 1 million individual NPCs. They did fulfill the first part of that, but the total number ended up being far less - but it was certainly in the thousands, I think. The game itself turned out to be pretty boring to play, as many of the advertised features were watered down or dropped. But the point is that simulating every individual NPC in a game world should be possible, even on a large scale like Bannerlord's, if the developers choose to go down that route from the beginning. Whether it's worth doing in a Mount & Blade game that is up for debate, though.
To me, it'd be amazing if they could pull it off. Warband's Calradia feels a bit static - as if the world and its inhabitants are just hanging around waiting for the player to do something. Bannerlord promises to improve on that (dynamic economy that tracks goods and resources as they are produced, traded and processed around the map), but obviously not as far as simulating peasants, townsmen and soldiers as individuals. I think Taleworlds should be trying to achieve a "living world" feel, at least to a similar level to the Grand Theft Auto games. To do that, I think more of the NPCs need to be observable actually
doing things, going about their lives - and at a lower level of 'society' that just the lords and kings. Crucially, the players needs to be able to interfere with, disrupt or assist their activities, and that to have a real and noticeable effect on the state of that part of the gameworld.