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A faction with completely different steampunky weaponry could be great.
I know this is lazy but i like all this mans ideas, ESPECIALLY the Militia building, because that would be sooo worth the investment.Psychopompos said:As new features, I suggest a few additions:
- PLEASE REMOVE THE "ARBEIT MACHT FREI" BANNERS.
- Using the actual "towns" as downtowns instead as the full town. The surrounding area on the worldmap would have been edited to look like a early 20th century (depending on the area, of course, it would look different depending on the country) and the fights in those areas would take place is random scenes looking like a street.
- About street-themed combat scenes, it could be a good idea to give the "Black Bart Bandits" urban-themed hideouts.
- There should be an option to try to convince a deserter party to join your army (with the Persuasion skill?), instead of just "pay them" and "slaughter them". Also, if you have plenty of renown, there should be an option to force them to flee.
- Allowing to start the campaign in Balion or Helvetia, and adding the "merchant brother" quest there too.
- Some of the new tavern scenes are two empty, they could benefit from a couple of tables and chairs.
- Most of new banners are either Vaegir, Swazi, or Sarranid. Banners themed for the other factions would be fine, too.
- As there aren't bows anymore in the mod, the "Power Draw" skill could be altered to become a Dexterity-related skill which affects both pistols and rifles.
- In a medieval-like setting, it makes some sense to have the lord really involved in building things in his castle (thus having the "Engineering" skill affecting construction time). In a modern setting, being a military leader, a politician, and your own architect in the same time isn't very credible. I suggest that "Engineering" is renamed "Artillery Science". Construction's duration in "fief" management should be unaffected by the skill. Optionally, the construction menu should propose to pay more money a building in order to benefit of faster construction.
Also, something more important: changing the recruitment system.
Like in Native, recruits' type is fixed to the village. It doesn't make sense in a modern setting, as the uniform, weapons, and combat efficiency should be related to the recruiter, not to the birthplace. So, how to fix this?
First, at character creation, you choose your own "culture" (one of the playable factions - it also grants a small starting relation bonus with this faction). You can have the option to change it in the camp menu.
When you enter a village, the message would give the choice to hire recruit as troops of the mercenaries unit tree or as troops of your culture.
You could be able to recruit troops this way from villages belong to an enemy faction. It would be under "hostile action" and have some negative consequences: decrease in relations with the village, decrease in your army's morale, and a probability that your forced recruits leave your army the first night (like when you recruit troops in your prisoners).
To still be able to recruit soldiers from any faction, you could allow to hire deserters (cf above), and also add small parties of random major factions' troops appearing in taverns like any other mercenaries.
And, finally, new buildings and "fief" management suggestions:
- Casino (town): The town earns you more money, you can access some mini-games. And it slightly increases the bandit's spawn rate in the town surroundings.
- Statue (village, castle, town): Immediately grants some renown at completion.
- Hospital (village, castle, town): Increases the town/village prosperity, increases the healing rate of garrisoned troops (and the player's party too, if resting there).
- Telegraph (castle, town): Renaming of the "messenger post" upgrade.
- Conscription center (village): Increases the volunteers' number when recruiting troops.
- Militia Headquarters (village): Village takes longer to be raided. When defending a village, the local troops spawned are no longer the basic farmers and peasants, now replaced by simple mercenaries and/or low tier units from the defender faction's troop tree.
- Factory (village, town): Gradually increases the prosperity, and earns more money. The village "factory" would replace the Native "mill".
- War factory (town): The town no longer sells cracked/broken/rusted/etc items. You can go there to repair your own damaged weapons/uniforms looted, for a price.
- Training center (castle, town): Garrisoned troops automatically gain experience.
Talking about neo napoleonism/steampunkiness. Really suits the idea of the mod.matmohair1 said: