Can't compliment this mod enough, really great.
Here's my ideas, some may be beyond the scope of SoD, but if any seem good, by all means grab em!
= Economy =
- Towns should _mostly_ have their regional/factional types of weapons, armours, horses, and mercs in the taverns.
+ If I'm in Tulga, Nordic and other "exotic" equipment should be rare and expensive if it's in good shape. Kherget stuff should be common.
+ If I'm in in Thir, the opposite should be true.
- A town's prosperity affects the quality of goods in the markets and taverns.
+ Towns with low prosperity should have low quality (cheap) weapons, armour, food, etc for sale at the markets. Those towns with high prosperity should have high quality (expensive) items in the market.
+ Make it more expensive to rest in the thriving towns, and cheap (and dangerous?) to rest in the bad ones. More likely to be mugged in the poor towns and villages.
+ (a big one!) Towns with higher prosperity attract better mercs in the taverns, and replace them faster after being recruited.
- One of the factors that prosperity should be based upon is the caravans.
+ If your Caravans are getting through, that should have a positive affect on your town’s and villages prosperity. Conversely, if your Caravans are constantly being raided it should negatively affect prosperity.
+ This would create a tactical reason for raiding caravans, as well as defending them.
+ Make more of them and vary their strengths. The bigger ones increase prosperity more than a smaller one. You could also hit and run a powerful caravan simply to lower it's point value. This could make it a more attractive target for a smaller patrol to get.
= Fighting =
- Kings, Lords, and Companions should be able to die.
+ Make it quite hard to kill them, but make it possible.
- Besiege anything anytime.
- When 2 factions are fighting, have the option menu be:
"rush in and help group A*"
"rush in and help group B*"
"rush in and attack them all"
"watch from a safe distance**"
"leave"
* It should not matter if I'm at war with anyone or not to help or hinder. I should know who I'm getting along with and who I'm not.
**You can watch the battle. Then by pressing tab the option menu comes back up.
= Strategy =
- All fifes (towns, castles, villages) should be siege-able and not tied to castles or towns.
+ Give each a town levy for defense and a strong-house they defend from (micro-castle). When bandits raid a village, if they take the strong-house, maybe they keep the village for a while and it becomes part of the bandit faction.
- Ability to ally with other factions.
+ When the Invasion came I really wanted to give my "friend" who is a Nord Lord a bunch of troops, or temp send my regiment to his castle (which I'm sure would have improved relations).
+ These can be finite (1 week for example) with the option to extend.
- Make the Imperials and the bandits/deserters/sea raider/etc fight each other.
+ I think the most frustrating thing was watching the inability of my regiments and mercs to go from point A to point B without chasing every looter they came across from Suno to Praven! Meanwhile, the Imperials let these reprobates free-range all over my farmers and caravans.
- More flexibility with companions.
+ Allow them to lead regiments and Garrison castles.
+ Allow them to be tasked to scout areas and report back.
- There is something un-palatable about blindly recruiting Lords.
+ maybe lords should seek you out to join your cause (asking for lands) if your renown is high enough, or if you put the word out you're looking for lords to join your cause. There could be some leading questions to find out if their personality type (or their own renown should make it so you know something of them). OR, your honor could dictate the type of Lords that seek you. If they’re rebuffed, maybe they’ll swear revenge, become independent and hunt you down or raid your lands. That would be much better than them showing up with -20 relations, being jerks to you after you gave ‘em your fife, and having personalities that contrast your own.
- Bring back the ability to "move up/down" troop garrisoned in castles and towns.
+ That was a really nice feature.
- Make everyone (bandits, AI lords, player) have to camp "X" hrs per 24 hr period.
+ time needed resting can be shorter in a town and longer in a tent.
+ This would really make the spotting skill valuable to stalk enemy units and then pounce them when whey camp.
+ Make a generic “camp” to fight in (for when Camps get raided), and everyone camped should be dismounted.
+ Also make a generic "caravan" (wagons) to fight around when attacking/rescuring a caravan. It doesn't need to move, just scenery).
= Role Play =
- Make a quest that is actually a trap from the Lord requesting it.
+ I have a scenario, but still fleshing it out...
+ The quest for the unique weapon/helm/etc.
- Yeah, it's in a cave somewhere. Only one guy knows where it is. You have to find and capture him and he'll take you there. Ya know ya wanna!