Cultures within cultures, border cultures, shifts.

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The factions in mount and blade are amalgamations of cultures than span over huge areas and were, from their perspective, very different from eachother.  It's easy fiction and a lot easier to balance to group these folks together, but if you're interested in people, that isn't very interesting or satisfying; Culture is dependent on geography; the land, resources, neighbors. The swadians wouldn't have flat land because they've got the best heavy cavalry, they'd have the best heavy cavalry because they got flat land, the vaegirs need oil and have furs because they're cold, so on and so forth.  But it gets a bit simple in an unsatisfing way; First, Cities (and units) are very much the same even if they face different challenges and influences (rivacheg hasn't been altered by the influx of sea raiders, Veluca doesn't have cavalry despite it's geography). Second, If King Ragnar is going to dominate Calradia, he'll still have swadians in the plains, Rhodoks in the highlands, Vaegirs in the tundra and so on (I'm not familiar with the bannerlord terms yet).

- A few minority cultures (gypsies,Travelers, peoples conquered from before the beginning of the game that've yet to be assimilated and so on) would be excellent.
-Make holidays. They were way more common in older times where people didn't have much to do.
-Cities should do more to set themselves apart. Foreigners and their influence (clothing, goods,dances,music and games) should be found near borders or in conquered cities, but that shouldn't be a single bolean value. It should be influenced by time, trade, war and the whims of the city's lord.
-At the least, when a faction's using  foreign troops, things like coloured tunics or tabards should change appropriately. Maybe even something more, like a % chance of using a slightly different piece of equipment, based on lord leading the party and who owns where the units were sourced from. 
-Each city should have some degree of variation on it's units. Maybe something incredibly small for the attentive, like a different helmet design,  or polearm choice, or maybe something big, like a new unit branch  based on neighbours and physical geography. Velucan cavalry, Desert and tundra horse archers of the steppes border, less fur-bound Tundra folk on the border...
-Trade good demand changes for a city depending on who's in power. The people of the tundra demand Kvass, The people of the planes aren't interested (sad story behind that)
-Cities acquire and lose craftsmen depending on how wealthy the city is, where it's near and who owns it. A city might have 4 smiths from the highlands, two from the planes and two from the desert, and that'll affect what goods it has. A few invasions later and it might have two smiths from the highlands and two from the desert, meaning less stuff as it gets poorer but a more equal split.
-Shops should sell loot related to any battle fought in a local fief, by a local lord, or by any party who's rested in the town. (personally, I'd really like to see a separation of -looted gear and bulk weapons- shops and -we make this especially for you- smiths.)
-region inspired mercenaries
; Nordlander mercenaries recruitable by the northern coasts, Horsemen from the other parts of the planes... More exotic or exaggerated versions of each faction, perhaps, removed from the relative melting pot of calradia. I don't know if mercenaries would be more homogeneous to work better, or if would just be the same as any other faction's troops without the loyalty... regardless, I loath warband's mercenaries due to how deliberately uninteresting they are. (they're also really meh and the moral isn't worth the price)

-Medieval cultures were very fragmented, villagers were far more isolated and would often have thick accents and dialects, so it wasn't almost universally common for nobles to speak something else entirely. Now it's realism at the expense of fun to do the extreme of that, but having varied accents,colloquialisms, slang and so on would make the world a fair bit more interesting.
It would be good, however, for bannerlord to have the support for different in-game languages and language skills
-If people would change what they wear with the weather, that'd be great. The people of the tundra in their furs trying to invade the desert, and vice versa, really looks mighty strange. Turbans and furs, Turbans and furs.
-peasants,manhunters,bandits and looters should be relevant to the local culture.

-It might be preferable to refer to troops by the land they're from (IE Highlander Sergeant) or city they're attached to (Velucca Sergeant) than faction (Rhodok Sergeant) but I really don't know about that.

Some comments on Warband
I wrote this quite early, so some things might seem like I'm repeating:
The Nords from Nordland didn't, like the viking settlers, adopt any of the local customs. Sure, you can spy blue tunics on the earliest units, mirroring the swadians and rhodoks, but they don't go as far as normans or the groups that invaded the brits. No parrallel to that Norman cavalry adopted from centuries of settlement in flat frank lands.
On a similar note, Rivacheg, with a supply of sea raiders so great that it should have multiple ransom brokers, should've had some influence from them. The Vaegirs, based on a blend of eastern european nations, would've rightly been far more interesting if it'd shown some more of that variety; Imagine Rivacheg as a baltic state and infected with nordic influences, whilst Khudan shows a stronger influence from the khergit (as eastern europe did from the mongols)  whilst the more centric curaw is more balanced and has less but equal influences.
The Rhodoks, well, Italy et al's a fine place of influence, given that each city was a state. Some smaller differences to make each city more unique (My vote is for Veluca to have cavalry, given it's location) .
Swadia, meanwhile, as everybody's victim,
I sadly don't know enough about arabs to make an edducated comment beyond this: In the golden age Islam ranged from northern africa to the edges of india, Taking Iberia (spain) too. There's probably enough there for an entire mount&blade game in a different continent.

Dhirm should've been some ultimate mess of culture, given how it's a target for every single faction in the game
 
I agree with almost everything. This was a well thought out suggestion, thanks for sharing! If this isnt in the base game it would be ab essential mod. Only thing I have a hard time getting behind is the accents and dialects, mostly because of my thoughts VA in this kind of RPG and for simplicities sake. Hopefully we’ll see some semblance  of culture shifts in these minor factions we are getting, with differing troop trees and so on. We already know they will have their own traditions.

I really would like to see more celebrations like fairs, festivals,, tournaments, seasonal markets, feasts and the like.
 
Finally, something from you that makes a bit of sense.  Except for this statement, which shows a lack of understanding of the times and the people who lived then. 
"-Make holidays. They were way more common in older times where people didn't have much to do."  Holidays would be cool although I'm unsure what, if any, impact they would have on the game, but "didn't have much to do?"  :lol:  More than 80% of the time of common man was spent acquiring the means of survival, as in food, shelter, means of warmth.  No internet and no TV doesn't mean they had little to do.  :lol:
 
Lord Brutus said:
"didn't have much to do?"  :lol:  More than 80% of the time of common man was spent acquiring the means of survival, as in food, shelter, means of warmth.  No internet and no TV doesn't mean they had little to do.  :lol:

It's one thing to be wrong, it's a whole other thing to be wrong and arrogant at the same time.

The year was divided into different types of work. For peasants especially, winter wasn't a very physically active time, because people couldn't do the stuff they'd normally be busy with. Early and late summers were full of work in cultures that had developed/learned agriculture, mid-summer usually had some festivities and late autumn started the season where you'd be able to visit relatives and focus on making items, clothing and what-not, because there wasn't much else to do.

If things went wrong and there wasn't enough means for survival for the winter, people tended to help each other out when possible. If the whole community was in trouble, people hunted more frequently (winter hunting's difficult and probably wasn't very common, autumn was the best time for that) and eventually, if things got bad enough, raiding started to occur. In the end people tended to have more good than bad winters though, otherwise we wouldn't have this problem of overpopulation we currently have.

You'd almost be right if we were talking about pre-historic hunter-gatherer societies, but not entirely, because they knew how to store food and trade as well. And more than 80% of the time? Really? Even predatory animals don't work on a schedule like that, that's ridiculous.

-----

Back on topic, I'd really like to see more cultural influences and minor details as well, but I suspect TW's not going to be focusing on these elements that much. It hasn't been their strong point in previous titles and culture's been more of an added flavour to force some variety in troops and warfare, rather than policies and non-combat events.

Doesn't mean somebody couldn't mod it in I suppose.



 
Lord Brutus said:
Finally, something from you that makes a bit of sense.  Except for this statement, which shows a lack of understanding of the times and the people who lived then. 
"-Make holidays. They were way more common in older times where people didn't have much to do."  Holidays would be cool although I'm unsure what, if any, impact they would have on the game, but "didn't have much to do?"  :lol:  More than 80% of the time of common man was spent acquiring the means of survival, as in food, shelter, means of warmth.  No internet and no TV doesn't mean they had little to do.  :lol:

Oh come on, you saying that the christans always worked on a sunday?
 
Festivals/fayres would be a great feature for towns, with a large increase in trade, movement and revenue. The festival's themselves could be a great source of immersion, perhaps with unique travelling npcs but also as a way to add character to the npcs who usually have none. For example local merchants, guildmasters etc could have unique dialogues during the festival and perhaps offer special quests.
Even preparation for the festival could be add some of this, the town's owner could ask you to safeguard some of the travellers, either by directly escorting them or hunting bandits.
I like the idea of gypsy/traveller cultures too, I guess they could work like neutral caravans, although having them travel to villages as well as towns would be good.
 
Lord Brutus said:
"-Make holidays. They were way more common in older times where people didn't have much to do."  Holidays would be cool although I'm unsure what, if any, impact they would have on the game

More feasts and tournaments. Chances to raise the moral of your party. Maybe even an excuse not to feed your troops. Chances to woo ladies with festive dances/songs. Maybe a hostile lord might even let you go on account of it being X day.
Increased/decreased value/consumption of X goods because everyone consumes X on Y day.
Maybe even one-day armistices (seiges not withstanding), greater recruitment to celebrate the war saint/god/whatever.

It's more interest than gameplay mechanics, but It could be gameplay mechanics.
 
I liked the part about the holydays, but we know so far that talewolds isnt very compromised with this kind of detail. Anyway, would be cool if every faction has its holydays and celebrations, then the city would be decorated according to the culture; and a tournament should be held too.

This needs to happen in a Medieval Conquests mod.
 
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