You need to train that trade skill good sir. You are paying a ridiculous amount of money for that food.
I don't know if it was in this thread, but I read a suggestion somewhere saying that governors could do the patrols. I think it would make more sense than spawning patrols of thin air, governors grabbing some of the garrison to patrol around.
Right and Armies of 12-20k would not go "Prancing" past castles either because it was extremely dangerous. Even the English Chevauchee's were smaller forces of around 6k.
Making it somewhat risky to completely drain a settlement's garrison, even in the safe interior. I already played around with Captain Oct's fix for it, where the AI focused on closest settlements, and you could cheese the AI pretty hard by jam-packing a frontline castle with about 300 garrison + militia, while running your interior holdings with minimal (or no) garrisons.
IRL a bunch of border castles wouldn't stop an army 12,000 to 20,000 strong from prancing across the countryside for months on end. People just don't like the way it looks or plays out in Bannerlord.
Many military campaigns ended simply due to the fact that they could not maintain proper supply chains. The only way for 12,000 - 20,000 to prance around in enemy territory for months on end is if they split up into many smaller forces that could survive off the land and what supplies they got from raiding like common bandits. Which is already what the AI does naturally and look how well it works in the game.
To actually represent how it would work in real life armies would only be running around with 1 week worth of food. They would have to have caravans running between friendly cities and the army to supply more food. Guess what would be the most efficient way to deal with armies then. That's right raid those caravans or just prevent any of them from reaching the army so they eventually starve. You only need like 40-50 troops to accomplish that and you could take out an army of 1,000+ in the game then.

I already explained how Crecy is in fact an example of precisely why you can't just take an army "prancing" about enemy territory. The smaller English force was forced to fight a battle on unfavorable terms because of their lack of logistic support. Since they had no supply lines they had to rely on raiding for supplies, this means the army is delayed by constant foraging operations. The fortifications which prevented resupply did their job, the only reason it is remembered today as an English Victory is that English strategic incompetence was matched by French tactical incompetence in the battle.12,000 is the number estimated fighting for the English during Crecy. (The Road to Crécy: The English Invasion of France, 1346)
20,000 is the low estimate for what the Umayyads raided across half of France with before Tours.
i write about this extensively in a concept i drafted this summerCurrently, castles have no strategic role. Any army can just ignore enemy castles located along the faction border and directly attack the capital city located deep in the enemy territory. This is annoying, unrealistic, and not fun.
So here are my suggestions.
1. Greatly increase the food consumption per unit (at least x5 current consumption rate) so that no one can just roam around the entire continent with hundreds of army without a constant influx of food supply, which will be more and more difficult if you go deeper and deeper into the enemy territory.
2. Implement a concept of "supply train," so if you want to lead your large army to directly attack the "heart" of the enemy faction deep in their territory, you have to depend on your supply trains constantly transporting food from your castle/town/village in your territory all the way to your army's location. If the supply route is blocked by an enemy lord, your troops will be starving and demoralized.
By doing this the enemy castles will form a "natural borderline," which you cannot just ignore and pass by if you want to keep your army well-fed.
I already explained how Crecy is in fact an example of precisely why you can't just take an army "prancing" about enemy territory. The smaller English force was forced to fight a battle on unfavorable terms because of their lack of logistic support. Since they had no supply lines they had to rely on raiding for supplies, this means the army is delayed by constant foraging operations.
As for the game, since the AI basically doesn't have to worry about logistics, they can go besiege a settlement anywhere on the map as if it were right next door. This is not only unrealistic but leads to horrible gameplay where the AI just spends all its time taking and retaking castles with tiny garrisons.
2. Implement a concept of "supply train," so if you want to lead your large army to directly attack the "heart" of the enemy faction deep in their territory, you have to depend on your supply trains constantly transporting food from your castle/town/village in your territory all the way to your army's location. If the supply route is blocked by an enemy lord, your troops will be starving and demoralized.

Yes all armies of the time foraged, armies of major states continued to forage until WWII where Germany, Japan, and the USSR were well known for it. That does not mean that they weren't still dependent on lines of communication to receive supply. Nor does the inefficiency of wagons for overland transport alter this, it simply limits the operational range of an army and if anything means that going beyond the limits of support is an even worse idea, as the inefficiency of wagons in the baggage train does not simply go away while plundering.Foraging was the typical arrangement for medieval armies, not exceptional. Caravan-based (or similar) arrangements were the exception; necessarily short-ranged because anything capable of hauling the food you need over land would also eat that food in the process and making bigger caravans wasn't an option past a certain (and fairly limited) point. The long version is in the early chapters of Feeding Mars by Creveld, which goes into some (academic) detail about how it was attempted in the medieval era but didn't consistently work out for anyone until the modern era. Instead they generally relied on a friendly local population in the region or sea/river transport (way, way more efficient) with wagons only used to transport a short distance.
It does not do that in my experience; if nothing else, the food issues prevent it from going very deep often, although early in a war they'll sometimes try to dolphin dive the capital if it has a weak garrison, which is fine.
I don't know where you are getting the idea that medieval armies would ignore their lines of communications, but it's wrong.
As for the game, you seem to be having a different experience from most if you aren't seeing the AI ignore logistics, because everyone else here including OP seems to notice that they just ignore distance and attack castles on the other side of enemy territory as easily as if they were attacking next door. The reason is simple, the extra day or so of an army marching to get there doesn't matter much when armies can carry food for much longer than they need.
I like this idea. But you have to imagine the logic of this system running in de backgroundWhat if each castle was linked to a main city, So if an attacking force was to attack a city and not take over the "linked" castles. Then the city defenders could have the advantage of having say 100 extra tier 4-5 soldiers to help with the defense of the city per linked castle that hasn't been taken over. This could make each castle an actual strategic position to hold and fight over for both the attacker and defender.
+1, castles need to be more military beneficial. Cities have their use as economic centers.Castles need a Master of arms notable that allows you to recruit nobles and better quality troops.
Castles need a Master of arms notable that allows you to recruit nobles and better quality troops.
Agreed in all, castles should be our main source of noble recruits just to start making them worth something and would also be nice to have reduced wages for garrisoned units without perks like you said, this was a base feature from warband, maybe make the perk reduce it even further but keep the base reduction.Since in the game castles are closer to military forts there really needs to be more militaristic benefits to them to off set the lack of economical benefits to them.
- Make it so that the villages bound to the castle produce noble troops more and they increase in quality faster.
- Castles and their bound villages tend to have more higher tier militia as well as a higher base militia.
- Units inside of castles gain a good amount more experience.
- Castles give other surrounding friendly towns and villages more higher tier militia and base militia.
Would also be nice if garrisoned troops had reduced wages without perks to correlate to the reduced danger they face.
