Governing a fief should be a minigame: What I'd like to see in a finished version

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imgran

Squire
Every few in game days things should come up that are disputes that the lord needs to settle. It should be based on the leaders of towns and villages within your domain giving you opportunities to increase or reduce your relationship with your people.

Each decision should yield 3 options to take, two favoring one or the other disputant, and a third option costing you something (troops, money, influence, or renown) to make both parties happy.

It could take a very simple, basic form. Two of your leaders are in a conflict over Territory, there is a field that both sides claim to own because someone moved a boundary marker, or a street in the city that a local merchant wants cleared of gang activity. You can favor 1, favor the other, or spend money to have the land resurveyed to ensure fairness.

Conflicts could be divided into Territorial, costing money, Feuds, costing troops, and Political, costing Influence. Failure to deal with conflicts costs Renown and diminishes the Loyalty of your denizens. This would make Governors desirable as they would sort out cities you had no desire to rule yourself.

You could even put in a mechanic where favoring a citizen made them more powerful, and more powerful citizens tend to cause more conflicts, leading to the remaining citizens uniting against him and forcing the lord to either put that citizen in his place or risk alienating all of his other leading citizens.
 
Every few in game days things should come up that are disputes that the lord needs to settle. It should be based on the leaders of towns and villages within your domain giving you opportunities to increase or reduce your relationship with your people.

Each decision should yield 3 options to take, two favoring one or the other disputant, and a third option costing you something (troops, money, influence, or renown) to make both parties happy.

It could take a very simple, basic form. Two of your leaders are in a conflict over Territory, there is a field that both sides claim to own because someone moved a boundary marker, or a street in the city that a local merchant wants cleared of gang activity. You can favor 1, favor the other, or spend money to have the land resurveyed to ensure fairness.

Conflicts could be divided into Territorial, costing money, Feuds, costing troops, and Political, costing Influence. Failure to deal with conflicts costs Renown and diminishes the Loyalty of your denizens. This would make Governors desirable as they would sort out cities you had no desire to rule yourself.

You could even put in a mechanic where favoring a citizen made them more powerful, and more powerful citizens tend to cause more conflicts, leading to the remaining citizens uniting against him and forcing the lord to either put that citizen in his place or risk alienating all of his other leading citizens.
+1 i was thinking about this reading a thread complaining about a lord with multiple fiefs going around bringing sheeps around and escorting caravans. There should be some quests accessible only to fief owners and viceversa
 
I feel like throne rooms are sometimes the most beautiful places in a city, yet there is 0 reason to visit them.

So there used to be this really cool function in Dragon Age Inquisition where you could sit on your throne, and visitors or generals would come to you with problems, in this case it could be your notabels, or notables from nearby settlements.
 
I feel like throne rooms are sometimes the most beautiful places in a city, yet there is 0 reason to visit them.

So there used to be this really cool function in Dragon Age Inquisition where you could sit on your throne, and visitors or generals would come to you with problems, in this case it could be your notabels, or notables from nearby settlements.

Yep. It's the one thing that's always been missing from Mount and Blade: actual rulership
 
I feel like throne rooms are sometimes the most beautiful places in a city, yet there is 0 reason to visit them.

So there used to be this really cool function in Dragon Age Inquisition where you could sit on your throne, and visitors or generals would come to you with problems, in this case it could be your notabels, or notables from nearby settlements.

Agreed with this, the throne rooms are awesome! Would be great to have more reason to be in those environments. Arguments between clan members, issues being brought to you by notables... all sorts of fun things.
 
I'm sure there'll be a mod for it, but I'd really love for the devs to make an effort to bring rulership to M&B
 
Yes! We have these awesome throne rooms and can even update them, yet we can't even sit on the thrones. I'm one hundred percent behind actual rulership being important -- plus it would give you something to do during peacetime and not just run around marching with your armies all day.
 
+1 on the actual rulership. And i hope they remove the 'build everything' mentality. There needs to be a give and take. If you want a fortress-city with the highest level walls then certain prosperity/trade bonuses and buildings should be removed and vice-versa. Building and projects should be able to be either destroyed through war, rioting, rebellion or just a simple lack of prosperity and/or wealth.

EDIT: Also things like walls and barracks should really incur a prosperity malice to simulate upkeep/repair costs.
 
So... Follow the room topic here, I have always thinking if we can past time in those awesome rooms. Instead of idle in world maps "or" in town, we have like a scene of operations. A place to be.

Although I suspect there are some big technical issues to achieve this tho.
 
+1 on the actual rulership. And i hope they remove the 'build everything' mentality. There needs to be a give and take. If you want a fortress-city with the highest level walls then certain prosperity/trade bonuses and buildings should be removed and vice-versa. Building and projects should be able to be either destroyed through war, rioting, rebellion or just a simple lack of prosperity and/or wealth.

EDIT: Also things like walls and barracks should really incur a prosperity malice to simulate upkeep/repair costs.

That said, keep in mind that the walls aren't purely military. Walls also effect how nice your throne room looks -- which you would think reflect an actual prosperous/developed city, as opposed to a city focused purely on fortification. So I think that grand throne rooms would have to be unlinked from walls for that to work.
 
+1 on the actual rulership. And i hope they remove the 'build everything' mentality. There needs to be a give and take. If you want a fortress-city with the highest level walls then certain prosperity/trade bonuses and buildings should be removed and vice-versa. Building and projects should be able to be either destroyed through war, rioting, rebellion or just a simple lack of prosperity and/or wealth.

EDIT: Also things like walls and barracks should really incur a prosperity malice to simulate upkeep/repair costs.
Some people were saying there were not enough money sinkers in the game. This would be ideal. I'd say include maintenance costs for buildings and damage/repair costs after sieges.

The ideas about conflicts are very good too.
 
Actually having to rule your fief sounds like a great idea and would also be a good way to pass the peace time that ought to be a thing. It would be a good way to increase your relation with certain notables in your clan's domain, perhaps at the cost of reducing your realtions with other notables or even other lords, depending on the conflict.
 
If just a direct approach, there is also already quests that fit the theme. Even just these existing quests, have them send the quests to their liege. This can also give more meaning to send companion instead of yourself.
 
There's several different ways you could balance it, the point is that this would add depth and richness to the game and eventually should happen
 
The way security and loyalty are counterposed in some of the perks seems to signal some intention for a rule by force vs rule by consent mechanics.

Also the way issues affect settlement loyalty or prosperity appear to be the base for interesting interactions.

The only thing to be careful of with these issues and quests is that they dont become a massive chore, by having enough variety the ability to as you suggest bypass at a cost, or have them be meaningful decision points between management styles.
 
Yes. It would be something to do during peace time, other than chasing poor looters trying to make a buck to feed their younglings.
 
I just hope they spend more time finding incentive to do all the stuff they put in there; like all the games you can play against nobles; but I see 0 reason to play, as I can just murder looters instead :grin: well I guess that is what sandbox gives ^^
 
In Prophecy of Pendor mod for Warband there was this cool thing with events poping up with castle stewards/village elders where every now and then there would be some issue to resolve. I'm quite sure that modders will defently make an effort in bringing this to life if TW doesnt make this
. :smile:
 
In Prophecy of Pendor mod for Warband there was this cool thing with events poping up with castle stewards/village elders where every now and then there would be some issue to resolve. I'm quite sure that modders will defently make an effort in bringing this to life if TW doesnt make this
. :smile:

Here's a fun fact, apparently the Bannerlord Nexus already has more mod downloads than Warband.

We're going to see some FANTASTIC mods
 
I like this idea. Particularly if asigning a governor allowed said governor to handle those problems for you while you're off on a military campaign.

Maybe companions with high Trade tend to favor the merchants while companions with high Roguery favor the gang leaders. Meanwhile a high Charm skill would make them more likely to resolve problems that make everyone happy.
 
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