Feature requests - Something to spend our gold on

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Apologies if some or all of these have already been mentioned.

1. Rebuild villages or improve their productivity.
2. Send gifts to build better relations.
3. Hire spies to view distant lands
4. Hire assassins to kill nobles (to make this work, we'd need individual relationships with each noble and not a clanwide value). Make it ridiculously expensive and improbable. And they should be able to do the same to players. Like in warband.
5. Bribe guards to open the gate during a siege
6. Entice clans to rebel
7. Entice clans to have a separate peace.
8. Hire messengers!!
9. Hire bards and dancing girls. Jesters! Something to liven up the halls.
10. Hold special tournaments where we'd invite only nobles to participate. Need to own a town. No common riff raff and the prize would be spectacular like some of the named items that used to be in the game. Increase renown, relations and a chance to win something nice.
11. Of course feasts but please don't make us do the shopping like in warband. That bit was annoying.
12. Commission artworks for more renown (destructible)
13. Beautify the city (destructible)
14. Hire patrols
15. Bribe guards to sneak in or when caught, to get away
16. Hire recruiters
17. Spread vile rumors...
18. Upgrade troops
19. Town and castle improvements can be destroyed/degraded
20. Hire tutors
 
This is a nice list. All of these feel like they would help to fill out the game and actually have something to spend your wealth on. I really like the idea of town and village improvements. Something like these could be long term and large products that maybe unlock other activities. Such as building an arena unlocks small tournaments but you need to upgrade it to hold big tournaments like you mentioned.
 
I think the problem is two-fold: #1 is fixing the economy simulation, but #2 is increasing costs as the player's responsibilities grow.
Increase upkeep for higher tier troops, increasing upkeep of properties as they grow larger and are improved to higher levels, add upkeep to horses, maybe have a "corruption" mechanic similar to Total War where the more you expand, the more things cost to maintain.

Add in some of your suggestions as additional coin-sinks, and I think the game would feel much more involved and engaging.
#'s 1, 2, 3, 5, 6, 10, 14, 15, 17, and 19 to me seem like no-brainers that would address these issues while adding variety to the game
 
I sometimes play an arpg called path of exile, where the cost of gear is on an exponential curve, which is a good money sink.
You want starter gear? 1 chaos orb per piece of equipment.
You want decent gear? 10 chaos orbs.
you want end game gear? 150 chaos.
you want to great gear? 1000+.
you want perfect equipment? 10,000+.

Or we could take a note from reality, with custom made armour for kings costing as much as a castle.

Economic investment is not a good idea, I think. On the one hand, you exacerbate the snowballing problem; on the other hand, pre-industrial societies didn't grow very much, so it would be transplanting modern concepts into a premodern setting. Maybe things like roads for faster movement and defensive works, but I'd shy away from allowing heavy investments into workshops etc.


tldr: yes to exponential moneysinks like custom armour, defensive works or roads, no to economic investment to prevent snowballing
 
I sometimes play an arpg called path of exile, where the cost of gear is on an exponential curve, which is a good money sink.
You want starter gear? 1 chaos orb per piece of equipment.
You want decent gear? 10 chaos orbs.
you want end game gear? 150 chaos.
you want to great gear? 1000+.
you want perfect equipment? 10,000+.

Or we could take a note from reality, with custom made armour for kings costing as much as a castle.

Economic investment is not a good idea, I think. On the one hand, you exacerbate the snowballing problem; on the other hand, pre-industrial societies didn't grow very much, so it would be transplanting modern concepts into a premodern setting. Maybe things like roads for faster movement and defensive works, but I'd shy away from allowing heavy investments into workshops etc.


tldr: yes to exponential moneysinks like custom armour, defensive works or roads, no to economic investment to prevent snowballing
I somewhat agree, but even exponential moneysinks reach a point where there is no point in continuing. It's the same issue with MMO's. What do you do with all your money when you have the best money can get you? Logistics has been a reality since the dawn of civilization. IMO logistics and pay-for-effect (spies, upgrades/repairs, patrol parties, etc.) money-sinks are the best way forward. An on-going, relatively ever-present *reason* to actually spend your money other than just min-maxing gear values
 
An on-going, relatively ever-present *reason* to actually spend your money other than just min-maxing gear values

Well, in order to make this work, they'd have to massively lower the amount of money needed to bribe lords to join your side. I just finished vanquishing all other factions and conquering the map and I was constantly short on money for bribes. Some are 1+ mil and if you don't want to just execute everyone, you need to bring some lords to your side. So that whole system would need an overhaul before requiring that more money be spent on a bunch of other stuff.
 
Apologies if some or all of these have already been mentioned.

1. Rebuild villages or improve their productivity.
2. Send gifts to build better relations.
3. Hire spies to view distant lands
4. Hire assassins to kill nobles (to make this work, we'd need individual relationships with each noble and not a clanwide value). Make it ridiculously expensive and improbable. And they should be able to do the same to players. Like in warband.
5. Bribe guards to open the gate during a siege
6. Entice clans to rebel
7. Entice clans to have a separate peace.
8. Hire messengers!!
9. Hire bards and dancing girls. Jesters! Something to liven up the halls.
10. Hold special tournaments where we'd invite only nobles to participate. Need to own a town. No common riff raff and the prize would be spectacular like some of the named items that used to be in the game. Increase renown, relations and a chance to win something nice.
11. Of course feasts but please don't make us do the shopping like in warband. That bit was annoying.
12. Commission artworks for more renown (destructible)
13. Beautify the city (destructible)
14. Hire patrols
15. Bribe guards to sneak in or when caught, to get away
16. Hire recruiters
17. Spread vile rumors...
18. Upgrade troops
19. Town and castle improvements can be destroyed/degraded
20. Hire tutors
Loved all of them
 
ok, let me try a different approach then.

Bureaucracy.
Managing more than a village or castle by yourself requires delegating power, either to vassals who keep most income for themselves in exchange for upholding an army for you. Or you can restore the empire with the VERY costly professional imperial administration that goes with it.

Losing some lands in a feudal system is bad for the lords holding those fiefs, but won't affect other parts of your realm.
If you have a centralised empire and you lose part of your revenue stream, your bureaucracy and standing army will start eating your treasury to finance themselves.

And ofcourse you can introduce corruption to the system, but I really don't like a negative percentage modifier to simulate corruption like many other games use.

This is not an easy problem to fix in a balanced/fun way
 
ok, let me try a different approach then.

Bureaucracy.
Managing more than a village or castle by yourself requires delegating power, either to vassals who keep most income for themselves in exchange for upholding an army for you. Or you can restore the empire with the VERY costly professional imperial administration that goes with it.

Losing some lands in a feudal system is bad for the lords holding those fiefs, but won't affect other parts of your realm.
If you have a centralised empire and you lose part of your revenue stream, your bureaucracy and standing army will start eating your treasury to finance themselves.

And ofcourse you can introduce corruption to the system, but I really don't like a negative percentage modifier to simulate corruption like many other games use.

This is not an easy problem to fix in a balanced/fun way

It's not just about a money sink but opening up variety in the game and to add immersion. Bureaucracy and corruption creates a drain on the treasury but doesn't add much in terms of fun.

Late game there's really nothing much to do except catch and release lords to build relations so you can recruit them (or catch and execute...). It gets quite monotonous.
 
It's not just about a money sink but opening up variety in the game and to add immersion. Bureaucracy and corruption creates a drain on the treasury but doesn't add much in terms of fun.

Late game there's really nothing much to do except catch and release lords to build relations so you can recruit them (or catch and execute...). It gets quite monotonous.
That's what I'm saying. I don't want just a ton of value modifiers. I want actual choices that actually cost me something that actually do something in the world and provide actually valuable results. Take the patrol idea for example. From your castle/town, you could select a party of troops and determine where you want them to patrol and for how long. You'd have to pay like an initial fee depending on the number of troops and how long they are to patrol for. Then they actually go out from the castle/town and hunt down bandits and looters. A real-world effect that you provides a tangible benefit but requiring an input of money and time.
Another example would be sending a spy into enemy territory. You could pay a certain amount for them to go and scout out a settlement then report back on the garrison and parameters of the settlement without having to risk yourself running around through enemy territory.
 
Apologies if some or all of these have already been mentioned.

1. Rebuild villages or improve their productivity.
2. Send gifts to build better relations.
3. Hire spies to view distant lands
4. Hire assassins to kill nobles (to make this work, we'd need individual relationships with each noble and not a clanwide value). Make it ridiculously expensive and improbable. And they should be able to do the same to players. Like in warband.
5. Bribe guards to open the gate during a siege
6. Entice clans to rebel
7. Entice clans to have a separate peace.
8. Hire messengers!!
9. Hire bards and dancing girls. Jesters! Something to liven up the halls.
10. Hold special tournaments where we'd invite only nobles to participate. Need to own a town. No common riff raff and the prize would be spectacular like some of the named items that used to be in the game. Increase renown, relations and a chance to win something nice.
11. Of course feasts but please don't make us do the shopping like in warband. That bit was annoying.
12. Commission artworks for more renown (destructible)
13. Beautify the city (destructible)
14. Hire patrols
15. Bribe guards to sneak in or when caught, to get away
16. Hire recruiters
17. Spread vile rumors...
18. Upgrade troops
19. Town and castle improvements can be destroyed/degraded
20. Hire tutors

+1 dude!
 
Apologies if some or all of these have already been mentioned.

1. Rebuild villages or improve their productivity.
2. Send gifts to build better relations.
3. Hire spies to view distant lands
4. Hire assassins to kill nobles (to make this work, we'd need individual relationships with each noble and not a clanwide value). Make it ridiculously expensive and improbable. And they should be able to do the same to players. Like in warband.
5. Bribe guards to open the gate during a siege
6. Entice clans to rebel
7. Entice clans to have a separate peace.
8. Hire messengers!!
9. Hire bards and dancing girls. Jesters! Something to liven up the halls.
10. Hold special tournaments where we'd invite only nobles to participate. Need to own a town. No common riff raff and the prize would be spectacular like some of the named items that used to be in the game. Increase renown, relations and a chance to win something nice.
11. Of course feasts but please don't make us do the shopping like in warband. That bit was annoying.
12. Commission artworks for more renown (destructible)
13. Beautify the city (destructible)
14. Hire patrols
15. Bribe guards to sneak in or when caught, to get away
16. Hire recruiters
17. Spread vile rumors...
18. Upgrade troops
19. Town and castle improvements can be destroyed/degraded
20. Hire tutors

Like these ideas! The game needs late game money sinks. I would Also like more late game goals to Work for, like the gems in PoP and the knight orders. Extra goals would be a Nice detour From the endless wars.
Endgame ideas:
- late game invasion of powerful culture. Could be a small expedition force with guns.
- become bandit king and unite the bandits and go and kill all the rulers.

One reason I like your ideas is that It add extra gameplay. I am not a fan of the Perks that add min/Max values.
 
Ok, lots of valid criticism in this thread. Building on that I thought of this.

As trade picks up by you conquering and securing considerable tracts of land, the value of trade caravans increases accordingly, attracting larger and better equipped bandits. In order to secure the roads you'll need patrols that are more than just 5 dudes riding ponies. But maintaining heavy cavalry patrols should be prohibitively expensive and recruiting horse archers is not a thing outside Khuzait or Azarai lands.
So you'd need to build and maintain forts all over your kingdom. As an added bonus this would mean you can see the improvements on the world map, rather than seeing numbers change in a ledger.
That last bit seems to be a major gripe for many of us. Show, don't tell; as they say in the movie business.

Endgame ideas:
- late game invasion of powerful culture. Could be a small expedition force with guns.
- become bandit king and unite the bandits and go and kill all the rulers.
I have no idea what a bandit kingdom might look like, so that's a fascinating idea.
For your first point, aren't the Sturgians, Aserai and Khuzait filling the invader role already?
The devs could make these factions much stronger but disunited. Invading them would lead to a unification, bringing the full force of the faction against you. So that's not an option until you're very strong. Raids could happen regularly, like with vikings, mongols and arabs in reality.

Added benefit: a playthrough with any of these factions would be fundamentally different than a playthrough in imperial lands.

I don't know how Vlandians an Battanians fit into this, and the building castles thing might be not possible with this engine.
This discussion indicates that Bannerlord is good and has the potential to be great.
 
Apologies if some or all of these have already been mentioned.

1. Rebuild villages or improve their productivity.
2. Send gifts to build better relations.
3. Hire spies to view distant lands
4. Hire assassins to kill nobles (to make this work, we'd need individual relationships with each noble and not a clanwide value). Make it ridiculously expensive and improbable. And they should be able to do the same to players. Like in warband.
5. Bribe guards to open the gate during a siege
6. Entice clans to rebel
7. Entice clans to have a separate peace.
8. Hire messengers!!
9. Hire bards and dancing girls. Jesters! Something to liven up the halls.
10. Hold special tournaments where we'd invite only nobles to participate. Need to own a town. No common riff raff and the prize would be spectacular like some of the named items that used to be in the game. Increase renown, relations and a chance to win something nice.
11. Of course feasts but please don't make us do the shopping like in warband. That bit was annoying.
12. Commission artworks for more renown (destructible)
13. Beautify the city (destructible)
14. Hire patrols
15. Bribe guards to sneak in or when caught, to get away
16. Hire recruiters
17. Spread vile rumors...
18. Upgrade troops
19. Town and castle improvements can be destroyed/degraded
20. Hire tutors


This would be fantastic! perfect additions to the game, I completely agree. The game currently feels so bare-bones when it comes to this type of stuff. I hope they don't expect modders to do it... I always thought game developers took note of what popular mods do, so they can implement them into their next game.
 
9. Hire bards and dancing girls. Jesters! Something to liven up the halls. :fruity: :fruity:

I can't understand why TW thinks that people are going to like barebones play. Bannerlod is really really shallow.

Look at this list of features from one modder: Nova Aetas Mod:

  • - Religion
    * 5 different religions: Christianity, Judaism, Islam, Norse Paganism, Tengriism
    * Choose at start which religion you want (Atheism included)
    * Strength of Faith increases your intelligence attribute, gold, xp and influence points
    * Visit a church, mosque, synagogue, shrine or temple
    * You can convert to a religion, pray and pay donations to priests
    * AI kings, lords, princesses and pretenders have religion too (currently only aesthetically purpose)
    * Holy Artifacts increase Strength of Faith (Bible, Cross, Quran, Rings)

    - Agonic Order

    * This Christian faction is based on the Teutonic Order, Minas Tirith (LOTR) and Hohenzollern Castle
    * New troops with unique Teutonic / Crusader armour, weapons and horses:

    * Agonic Recruit
    * Militia
    * Pikeman
    * Halbbruder
    * Dismounted Ritterbruder
    * Archer
    * Ismerian Crossbowman
    * Prusenian Sharpshooter
    * Diendebruder
    * Ritterbruder
    * Knight of Christ

    * Capital Drachenburg is a unique grand castle with its own architecture
    * Complex beacon feature. There are 7 beacons in the mountains which can be lit
    * Light one of these and all beacons will be lit, the last one is the Tower of Istmus, which is the beacon of Drachenburg. Light a medium fire to request 10 troops, light a big fire to request 50 troops. It costs renown
    * These troops help you during the campaign, but are not permanent. They disappear after a week

    - Hierarchy

    * Medieval hierarchy system of Lower, Middle, Upper and Noble Classes
    * These are divided in 11 subclasses ranging from Freemen to Patrician, including Citizen and Gentryman
    * Noble class grants 7 different titles from a simple Baron to Archduke
    * Every Native faction has its own unique title. Become Jarl in the Nordic lands, be a Knyaz and serve the Tsar or become
    Tumetu-iin Noyan, commander of 10,000 Khergit soldiers
    * Ingame lords will have titles too, completely randomly assigned
    * Gain Prestige Points to increase in social class
    * Every noble lord and player will have a small flag above their banners, depicting their noble rank for ease
    * Your noble title is shown in dialogues with AI persons

    - Influence

    * Influence Points are points you can gain from lords, invest these points in return of
    some AI actions!

    Get influence points by:
    * Bribing
    * Donating money
    * Buy a gift and give it (the better your trade skill, the less it costs)
    * Persuading (most effective and increased skill = increased chance)
    * You get influence weekly. Amount depends on your class and religion strength

    Spend your Influence Points to lords
    * Let lord follow player
    * Let lord follow someone
    * Increase your relation with lord
    * Join faction – even if your current faction is at war
    * Order him to raid an enemy village!
    * Order him to return to a town
    * Influence him to attack a party
    * Control him to siege a town!
    * Order lords of your faction and… foreign lords! They take more Influence Points to control.
    You can even control enemy lords if you want! But they take 3x standard amount of Influence Points to control.
    The only lords who cannot be influenced are faction leaders

    - Housing

    * Buy, rent or rent out a house
    * 6 different types of residents

    * Shack
    * Appartment Room
    * Laborer House
    * Patrician Mansion
    * Noble Great House
    * Town Palace

    * Different buying/renting values per town, lasting for week. No longer single vast price
    * You can visit your home and warm your hands at the fireplace
    * Weekly rent will be paid or received at weekly report
    * 4 property slots per town
    * Different interior scenes for Swadia and Sarranids

    - Turguhn Horde invades

    * New horde added to the game, based on the Timurids
    * Unique troop types, armour, weapons and Turguhn leader outfit
    * After 10 weeks this horde will invade Calradia, being a nightmare in the lands of the Sarranid Sultanate and Khergit Khanate

    - Resurrect the Calradic Empire

    * Restore Empire with name and banner
    * Become Emperor
    * Get access to

    * Calrad Legionnaires
    * Calrad Centurions
    * Calrad Velites
    * Calrad Equites

    - Restore the Ancient Ruins

    * You can restore the capital of the Calradic Empire
    * You can visit the ruins and after restoration, look at the marble

    - Gather resources

    * Various forest and stone quarry locations on world map
    * Acquire a charter from the nobleman to use one of these places
    * Equip yourself a pickaxe or woodcutter’s axe
    * Cut down trees or quarry stone to obtain resources

    - Start your own farm

    * Build a farm on world map, location is your choice
    * Buy seeds at the market and plant them
    * 4 fields at your disposal, each covering 30-40 wheat crops
    * Harvest crops with a sickle and sell grain on the market for profits

    - Campaign AI Fixes and Tweaks by Motomataru
    * Many bug fixes at AI decision making
    * More activity done by AI parties on world map
    * Lords are now more travelling instead of sitting down in castles
    * Village raiding is reduced
    * Setting invalid AI objectives is now being avoided
    * Marshall is being prevented from stranding during campaign
    * Lords are more aggresive towards each other
    * Better decision making for Marshall on world map
    * Fixed party not reinforcing weak centers (if fall below 100 troops, was 7)
    * Kingdom becomes defensive when weakened and small
    * Factions will now defend even without Marshall
    * Weak lords now levy troops form over-defended centers
    * Electing new Marshall also being influenced by party size now
    * Weak Marshalls lose renown thereby leading to better Marshall elected

    - Guild
    * Guild added with Guildmaster and guildmembers
    * Up to 4 different scenes for Guildhall
    * Donate to Guildmaster for new, better residence and get Prestige Points
    * Other members donate as well, over time there will be enough funds
    * Ask for apprenticeship and create a masterpiece to be allowed to join the Guild
    * Every day you work as apprentice, increases chance of making a masterpiece
    * Sell your created masterpiece for money
    * Upon completing apprenticeship, you become craftsman (social class)
    * New options for enterprise management:
    * Buy improvements to reduce bad events
    * Hire/fire more workers
    * Bad/lucrative events
    * Efficiency costs
    - New enhanced tournaments look
    - New heraldic armour
    - New weapons and helmets
    - Coloured lances
    - Heraldic horses
    - New scenes with new props

    - Traits
    * 56 traits added, divided in 14 types with each its own icon.
    * You can gain traits by choosing options in dilemma's which will pop*up during your gameplay.
    * Kings, lords, companions and ladies have their own traits as well.
    * No longer randomly choosing a lord as vassal/mayor, look at their traits to see if they are capable.
    * Lords with administration skills bring in extra money and bad loyalty traits make them defect easier.
    * Marrying a beautiful lady makes you gain extra influence

    - New characters overview
    * Press V anywhere to bring up overview
    * Filter lords on kingdom or title
    * View traits of other lords
    * View other information

    - Consumable beverages added
    * 4 new types beverage added (mead, rum, dirty & clean water and kumiss for Khergits/Turguhns)
    * Party requires beverages like food otherwise there is a morale loss
    * Beverages have twice as much capacity than food
    * Water is cheapest, but does lack capacity
    * In desert consumption of beverages is tripled (3x)

    - Music
    * 7 new music tracks for world map
    * 9 new music tracks for battles


    Warfare

    - Customize kingdom army
    * You can change equipment for every player kingdom soldier
    * You pay 3 times the item price, for every item you add or take from the troop
    * Memorize: troops will keep equipment, even upon loading savegame

    - Recruit troops in castles / towns

    * Two recruitment slots added to castles and towns
    * Choose a technology tier
    * Train 10 soldiers of any troop type per recruitment slot, wait some days and add them to your party

    - Battlefield Combat Abilities script (OSP - Chel)

    * Dynamic combat through combat abilities like

    * Rage - Get extra power
    * Focus - Get increased weapon proficiencies
    * Sprint - Run for your life!
    * Whistle for horse - Call your horse, the higher the more horses come
    * First aid - Recover
    * Inspire Troops - Rally your troops
    * Morale Shock - Unleash a fearsome cry to terrify weaker opponents
    * Taunt - Get your enemy’s attention to you, instead of to your troops
    * Defensive Structure - Consume items to create coverage via gabions

    * Get help by pressing N key
    * Duration & power of abilities depends on your game skills.
    * Some abilities costs some experience.

    - Extend your victory a bit

    * After the battle, if you were victorious, you may decide what to do with
    the prisoners. Your choices can change your money, prestige or your relation with
    the enemy

    * Take Prisoner - You can either recruit them or sell them as slaves
    * Execute - Prestige boost, but means faction relation penalty as well
    * Ransom - Earn money immediately. It’s around 40 Florins per person
    * Release - Do you have a noble heart?
    * Let them go with
    only underwear left - Do you really hate your enemies so much?
    * Makes slaves of them - Adding prisoners as item to your inventory, use them in colonies

    - Deathcam
    * Smooth camera rotation using the mouse
    * Works in Windowed Mode
    * Movement Speed Multiplier key
    * Sensitivity Modifier key
    * Ability to reset camera's position to the location you died
    * Works with Battle Orders (Backspace) presentation

    - Extended Prisoner Chat
    * Ability to persuade prisoners to join you directly
    * Ability to set them free
    * Ability to murder regular prisoners
    * Ability to taunt nobles
    * Ability to let nobles go, with a gain to honor and relation
    * Ability to kill nobles permanently
    * Ability to kill Kings permanently!
    * Succession script, other Lord becomes King

    - 68 battle flags added
    * Unique flags per faction
    * 1 flag per 10 men in a division
    * Option to disable flags in battle

    - Volley fire by Caba’drin
    * You can set divisions to fire in volleys
    * Working for archers, crossbowmen and arquebusiers
    * Use numpad period to start and to end volley fire
    - Formations and AI Mods by Motomataru
    * You can assign formations to divisions, choose either
    * Ranks
    * Shieldwall
    * Wedge
    * Square
    * Wedge
    * AI armies make formations as well
    * Improved AI battlefield decision making
    * Your troops start the battle in ‘hold’ position
    * Hold-F1 ability is expanded. When placing flag into an enemy division, your troops will attack it
    * In case of above situation and the enemy division has been wiped out, your troops will return to you


    Building & Management


    - Constructing: Village

    * 10 different buildings can be built (church, barracks, school, ...)
    * 3 different production buildings (stone quarry, lumberjack, blacksmith)
    * You can see that the building is actually being constructed
    * Production buildings can be upgraded, up to 5 lvls (with own unique building)
    * Pay to Village Elder to set up construction site
    * Drafting Table at site allows you to bring materials (timber, stone, tools) and finish construction
    * Real-time building / upgrading. Set up construction and the building will appear. Upgrade it to another level and you can see it
    * Different buildings for Swadian, Sarranid, Rhodokian and Vaegir cultures.
    * When your village grows, the villagers will build a greater religious place on their own

    - Managing: Village

    * Assign jobs to villagers (farmers, woodcutters, stonecutters, blacksmiths)
    * These jobs let them harvest food or create materials (timber, stone, tools)
    * These materials are needed for buildings
    * Food is eaten by villagers, if too much food, people will move in, if too few, people will move out
    * Set tax level (no tax, average, high, extreme, …)
    * Ask for a salary (warning: village elder grabs too)
    * Add personal gold to treasury.
    * Special events (accidents, plague, murder, theft)
    * If your village has 76 villagers, 76 villagers will actually walk around you

    - Managing: Town
    * Build what you want (church, townhall, walls, university, hospital, …)
    * Most buildings are visually visible while walking at the streets
    * Hire commissioners to extend your options (Comm. of Architecture, … Finance & Justice)
    * Town mechanics: tax, growth, population, religion, treasury, power
    * Set tax level (from Very Low to Extreme)
    * Low Religious Uniformity decreases population and mainly tax income. Heretics don’t pay
    * Power in town is distributed to 4 classes: Nobility, Bourgeoisie, Clergy, Craftsmen
    * You decide who gets powerful and who will be kept down. Each class has its own characteristics:

    Nobility - Makes proclaiming edicts quicker
    Bourgeoisie - Building becomes cheaper
    Clergy - Increases Religious Uniformity
    Craftsmen - Increases population growth

    * Give power to a class with edicts and gifts
    * Power is divided naturally as 50% Nobility, 10% Bourgeoisie, 35% Clergy and 5% Craftsmen and tends to
    restore this order.
    * If a class feels it has too little power they start becoming annoying:

    Nobility - <25% No edicts can be proclaimed
    Bourgeoisie - - Expensive buildings
    Clergy - <20% Slower conversion progress
    Craftsmen - <20% People move out

    * Announce an event with many personal gains (gold, prestige, strength of faith, +250 population)
    * Random bad events (theft, nobility rises to power, Plague, …)

    - Kingdom management
    * Choose a leader title (King, Sultan, Sjah, Antipope, Tsar, …)
    * Every title has its own ‘crown’, given to player upon decision
    * ‘King’ title will grant the Swadian culture group, ‘Sultan’ will give you access to desert troops
    * Choose kingdom banner and kingdom colour
    * Kingdom mechanics: tax, religious uniformity, balance of power, technological research, debts
    * Low Religious Uniformity destroys income. Heretics don’t pay
    * Invest weekly in technological research to gain better stats for all kingdom troops
    and to unlock new troop tiers. Here is an overview of technological stages:


    Stage I
    Feudal technology (default)

    Stage II
    +4 Ironflesh,
    +1 Power Strike
    +5 % Income

    Stage III
    + Troop Tier (reflecting 15th century)
    +5 % Income

    Stage IV
    +25 Men in lord's parties
    +5% Income

    Stage V
    +1 Agility
    +1 Power Strike
    +5% Income

    Stage VI
    + Troop Tier (reflecting 16th century)
    +5% Income

    Stage VII
    +1 Agility
    +4 Ironflesh
    +5% Income

    * Your relationship with vassals will fade away over time, keep them happy, grant titles, give letters of
    approval to avoid them defecting to other kingdoms
    * Kingdom Balance of Power, grant power if you need something

    Clergy - Increases Religious Uniformity, reduces corruption
    Nobility - Larger army for every lord, proclaiming edicts easier
    Commoners - (Large) income boosts

    * Appoint people for the council (diplomat, steward, treasurer, court chaplain)

    Chancellor / Grand Vizier
    * Appoint councillors
    * Change banner and kingdom colour
    * Proclaim edicts

    Diplomat
    * Dispatch an emissary to maintain diplomatic relations with other kingdoms

    Steward
    * Grant titles to your vassals (Earl, Udelniy Knyaz, Sheik, Duke, …)
    * Improve relations with your vassals
    * Keep track on technological research

    Treasurer / Tax Assessor
    * Repay kingdom debts
    * Invest in trade
    * Invest in the kingdom
    * Set King’s Purse (your salary)
    * Donate to kingdom treasury
    * Get financial information

    Court Chaplain / Court Imam
    * Increase Religious Uniformity (assign Head Inquisition, spend gold, grant privileges to clergy)
    * Pray (for personal use)

    * Economical mechanics:

    Tax - Towns are great sources for tax income, castles are not and villages a little
    Trade Tariffs - Villages provide greatly to trade. However trade can collapse during wartime
    Commoner Gifts - Give power to the commoners and they will be grateful
    State Expenditures - As your kingdom grows, you will face costs
    Research Investment - Really important to get access to best troops
    King’s Purse - Your own salaryNoble’s Purses - You will pay for noble titles too
    Councillors salaries - You will pay salaries for councillors like the steward
    Interest 5% - You will pay interest for debts, created during a deficit
    Corruption - Depends on King’s Purse, if you grab, everyone will grab. Keep clergy at power to reduce this

    * AI: other kingdoms will advance in technology as well

    - Build your own stone castle
    * You can create a construction site somewhere via camp menu
    * Give your new castle a name
    * Hire laborers to build your castle, you will pay salary weekly (incorporated in weekly budget overview)
    * Wait few weeks before construction is completed or add timber, stone or tools to speed up construction.

    New World

    - Colonizing
    * 15 new islands and 1 major island added
    * Each seizable island produces unique goods (sable furs, sugar, tobacco, cotton, coffee, ivory, gold, silver, spices)
    * 4 Map icons for colonies (white flag, few houses, fortified)
    * You can colonize an island for yourself
    * Populate it with either colonists or slaves
    * Townwalkers can be asked to become colonists and slaves can be obtained via ransom brokers
    * Build fortifications which changes map icon (fort, walls, towers)
    * AI lords establish, seize and develop colonies as well
    * Acztaoc Empire becomes hostile to everyone with colonies
    * You can manually build structures
    * Choose a building from the presentation to make it appear in the scene.
    * Use arrow keys to move it, home/end respectively to rotate and up/down to change height position.
    * You can select a nearby building and destroy it with backspace and delete keys respectively
    * Use enter to memorize
    * Advanced in-depth colony building system. Colonists require houses, food and materials
    * You can import materials and food from the mainland in the Old World (expensive though)
    * You can besiege colonies and your colony can become besieged by an enemy and plundered
    * If you add AI-mesh to your colony scene, you can choose to defend there. Otherwise battle scenes will appear at forts
    * Events which can harm your colony such as bad harvest

    - Acztaoc Empire
    * New faction based on the Aztec with leader, troops, items and settlements added
    * Unique map icons for villages, castles, towns and capital
    * Scenes with unique buildings, houses, shrines and temples for the Azctaoc.

    - Various special places
    * Explore jungles
    * Examine forgotten ruins
    * Discover volcanoes
    * Investigate huge caves

    Additional Features

    * Currency changed to Florin
    * Trigger added which removes prisoners if higher than 49 from lord parties monthly
    * Fall damage increased with a multiplier of 10
    * 4 types of townhalls (native, early, middle, late) for every town
    * Every faction leader has its own unique ‘crown’
    * More recruits (0-4) available if you own the village
    * Nordic Kingdom renamed to Nordic Union
    * Vaegir Kingdom renamed to Vaegir Tsardom
    * Higher amount of mercenaries hireable in taverns
    * Shield Bash: smash enemies to the ground with your shield (use CTRL).
    * Mercenaries completely revised: new armour and weapons
    * New mercenary types:


    Mercenary Sword and Buckler Man
    Mercenary Pikeman

    * [OSP] Improved trade goods added (item modifers)
    * New map icons for ships. Large parties have a fleet.
    * Now a year is added every day for immersion. It slows down to 1 year p/wk after 1650 A.D. and
    after 1695 it will use default calender.
    * Merchants added who sell materials, firearms, special swords and relics in taverns.

    Amount of Features:
    ~ 329 ~
 
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