Diplomacy simple question

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Rogar87

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I cant imagine this has not been asked repeatedly so I d like to know if TW has any plans on doing something about it:

So in my current game Sturgia is left with maybe 3 keeps, but is declaring wars left and right. Battania did the same and is gone by now.
I cant really tell anymore since I ve downloaded a diplomacy mod, but why are there no non-aggression packs or alliances in vanilla, which the AI tries to offer the player or other AI's?

As a player I have the options now through the mod, but even with the mod, I dont see factions using those options as if they dont have a self preservation instinct and they just keep doing illogical things which sadly destroys a lot of fun that was built up over the campaign.

Wished TW had a solution, or wished I knew a reason why this is not within vanilla yet.
 
Why is it this way? Because Talewolds wants it this way. People have asked begged and pleaded for what you're asking for but here we are. Honestly I don't know if Taleworlds just doesn't know what they're doing, doesn't care or can't figure out how to do it properly without imbalancing the game. But it has been done very well by mods in Warband so I know it can be done.
 
I would love to have kingdoms be able to make non aggression pacts. There is already a system for it in the game, just on a small scale. If the player is confronted with a superior force, you can negotiate to pay a lump sum of Denars, and agree to not attack their faction for x number of days, and they will let you go free. Taleworlds should be able to expand that system for entire kingdoms. Kingdoms could ask other kingdoms for an agreement to not attack each other for x days. If the kingdoms are of roughly equal strength, the the AI would likely agree to sign it, no strings attached. If a weaker kingdom is asking a stronger kingdom for a non aggression pact, the stronger kingdom could demand a large lump sum of money or a set amount of money owed daily till the pact expires. And if a stronger kingdom asks a weaker kingdom for a non aggression pact, then the weaker would likely sign it willingly without any demands. And these pacts would be binding and would make it completely impossible for a kingdom to attack someone they have agreed not to attack, just like it does for the player when they bribe their way out of a confrontation.
 
I think personally that non aggression pacts would be a very good idea like joshua Suggests. But alliances is way more difficult cause the game is not build that way. It would imbalance the game alot. Grtz Vaan.
 
And these pacts would be binding and would make it completely impossible for a kingdom to attack someone they have agreed not to attack
Well... maybe not completely impossible. I would like it if an aggressive clan went rogue and tried to start a war, could get themselves voted out of their kingdom, etc. :twisted:
 
I honestly think TW built Bannerlord to be a war simulator and not much else. The main story is to unite Calradia but that involves destroying every other faction in endless war.

I don't think they ever intended to make a kingdom management game which is why there is actually very little to do during peace times and why we've heard nothing from TW about this aspect of development.

It's a shame, this game is crying out for an additional layer of kingdom management, diplomacy, intrigue, espionage and deeper mechanics...I just don't think it was ever in their vision for this game.
 
I honestly think TW built Bannerlord to be a war simulator and not much else. The main story is to unite Calradia but that involves destroying every other faction in endless war.

I don't think they ever intended to make a kingdom management game which is why there is actually very little to do during peace times and why we've heard nothing from TW about this aspect of development.

It's a shame, this game is crying out for an additional layer of kingdom management, diplomacy, intrigue, espionage and deeper mechanics...I just don't think it was ever in their vision for this game.
Yep, but they keep jamming these random features that make it feel like it should, yet it doesn't. Or artificially grossing AI outside the very simulated systems they created (as they couldn't possibly make it work for AI or the player) in order to keep things status quo. Nor do said features work individually to even 50% of what one would expect they are capable of (see mods).

The features/systems added (ie dynasty, economy sim, bandits, FOW, OOB, etc...), yes, great to have than not (compared to WB), but they are all incomplete features. Sticking 10 features each at 10% completion doesn't make a 100% complete game.
 
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