Buttered_Oranges
Recruit
In Bannerlord, there are always a few features that I felt were missing when it came to Noble's and Wanderers. These being:
Clans Being able to recruit Notables:
I believe that if AI noble clans were able to recruit wanderers as members of their clans, this would greatly diversify the story-making opportunities of the game. Imagine finding a wanderer and beating him up in the arena on day 10, then on day 1000 you meet him in the field as the clan leader of an enemy clan. Of course, this would mean that wanderers would be able to be promoted, and maybe if a clan dies with unpromoted wanderers they would return to towns as wanderers.
Nobles and Clan Wanderers Should be Able to Purchase new Gear:
Having Nobles able to purchase new gear would improve the visual diversity of the game, as you would see wealthier clans wearing more expensive armor and weapons than poorer clans. A new feature off of this would be to allow the player to have Companions auto purchase new weapons and gear for themselves in the clan screen, they would theoretically be able to set whether or not they can buy new gear, well also setting an exclusive culture to buy from if desired. I think AI clans would purchase gear corresponding to the clan leader culture or faction leader culture, if the faction leader culture is different than the kingdom culture (on game start) then it will default to clan leader culture. Creating situations where a leader of a kingdom can have entirely different gear in their clan than other clans, making clans visually similar.
Allowing Wanderers to Start their own Noble Clans:
Under certain conditions, wanderers should be able to create their own personal clans like the player, these clans (based on the leader/member traits) would shift in a functional purpose. Such as Bandit, Trader, Mercenary, Raider(only for Sturgians?), then as they level up their clan level their purpose might change based on said level. Such as Desire to be Noble, Desire for Wealth, Desire for Power/Leadership. This would shape how they progress making every clan feel unique. Such as an Aserai wanderer starting out as a trader, then as they level up they begin desiring power, leading them to more dubious methods of wealth gain, becoming a prominent bandit clan over time.
Maybe some of these features should allow the same type of things to occur for already noble clans, such as plotting to rebel against their king or something like owning workshops, I want to see what you think of these ideas.
Clans Being able to recruit Notables:
I believe that if AI noble clans were able to recruit wanderers as members of their clans, this would greatly diversify the story-making opportunities of the game. Imagine finding a wanderer and beating him up in the arena on day 10, then on day 1000 you meet him in the field as the clan leader of an enemy clan. Of course, this would mean that wanderers would be able to be promoted, and maybe if a clan dies with unpromoted wanderers they would return to towns as wanderers.
Nobles and Clan Wanderers Should be Able to Purchase new Gear:
Having Nobles able to purchase new gear would improve the visual diversity of the game, as you would see wealthier clans wearing more expensive armor and weapons than poorer clans. A new feature off of this would be to allow the player to have Companions auto purchase new weapons and gear for themselves in the clan screen, they would theoretically be able to set whether or not they can buy new gear, well also setting an exclusive culture to buy from if desired. I think AI clans would purchase gear corresponding to the clan leader culture or faction leader culture, if the faction leader culture is different than the kingdom culture (on game start) then it will default to clan leader culture. Creating situations where a leader of a kingdom can have entirely different gear in their clan than other clans, making clans visually similar.
Allowing Wanderers to Start their own Noble Clans:
Under certain conditions, wanderers should be able to create their own personal clans like the player, these clans (based on the leader/member traits) would shift in a functional purpose. Such as Bandit, Trader, Mercenary, Raider(only for Sturgians?), then as they level up their clan level their purpose might change based on said level. Such as Desire to be Noble, Desire for Wealth, Desire for Power/Leadership. This would shape how they progress making every clan feel unique. Such as an Aserai wanderer starting out as a trader, then as they level up they begin desiring power, leading them to more dubious methods of wealth gain, becoming a prominent bandit clan over time.
Maybe some of these features should allow the same type of things to occur for already noble clans, such as plotting to rebel against their king or something like owning workshops, I want to see what you think of these ideas.