First off the game is solid but building great job and good work.
As I play I have noticed several things about this game and the last one with regard to siege warfare. Logistics are messy.
AI have real trouble managing to keep armies fed in the field this does not even consider influence cohesion.
Ideas for possible fixes. I will try to keep to what the game already can do.
The AI Army commander if they control a settlement or castle could spawn a caravan moving food to the army in the field.
Defending / Attacking this caravan becomes very lucrative for defending or attacking factions in terms of influence points and favor/ disfavor with the faction/ family that spawned the caravan.
I expect if would be possible to weight AI commanders to support or attack this caravan depending on different factors.
It might be interesting to have the Player be able to do the same at a decent cost when in command of an army in the field from a settlement they own.
( this new and dynamic mission set is attempting to rely on the defend caravan mission where a caravan is simply spawned by a notable that roves between cities) ( if the army in question was defeated before the caravan arrived it would simply go to nearest allied settlement and offload all goods dissolving)
Next thought is about the siege itself. Historically taking out a city troops would go out and forage the countryside. Here troops from the surrounding area would try to contain them. Thus forcing them to have to depend on supplies on hand or from home.
This already kind of appears in game.
What I propose however is that smaller forces from both sides fighting around a siege gain greater influence and gain favor with the families and factions fighting over the city or castle itself. This would be in the form of a zone in a ring around the siege point that includes both the connected villages.
The finishing touch to this is that within this zone when the assault of the castle or town is about to commence the attacking side sends out a message inviting those in the zone to join the assault.
It would be epic for defenders to be able to do the same in a sally action but the fort leader might need a fairly high skill in the criminal tree or something. Just a thought however.
The reason I think these two changes would make a great addition to the game is to create a place for the player as he is growing in abilities and actions to fight and gain influence on the edges of the action. This also allows smaller factions and mercenaries who do not do well in large battles to gain loot influence and relation points with different families.
God bless and thanks for a great game
As I play I have noticed several things about this game and the last one with regard to siege warfare. Logistics are messy.
AI have real trouble managing to keep armies fed in the field this does not even consider influence cohesion.
Ideas for possible fixes. I will try to keep to what the game already can do.
The AI Army commander if they control a settlement or castle could spawn a caravan moving food to the army in the field.
Defending / Attacking this caravan becomes very lucrative for defending or attacking factions in terms of influence points and favor/ disfavor with the faction/ family that spawned the caravan.
I expect if would be possible to weight AI commanders to support or attack this caravan depending on different factors.
It might be interesting to have the Player be able to do the same at a decent cost when in command of an army in the field from a settlement they own.
( this new and dynamic mission set is attempting to rely on the defend caravan mission where a caravan is simply spawned by a notable that roves between cities) ( if the army in question was defeated before the caravan arrived it would simply go to nearest allied settlement and offload all goods dissolving)
Next thought is about the siege itself. Historically taking out a city troops would go out and forage the countryside. Here troops from the surrounding area would try to contain them. Thus forcing them to have to depend on supplies on hand or from home.
This already kind of appears in game.
What I propose however is that smaller forces from both sides fighting around a siege gain greater influence and gain favor with the families and factions fighting over the city or castle itself. This would be in the form of a zone in a ring around the siege point that includes both the connected villages.
The finishing touch to this is that within this zone when the assault of the castle or town is about to commence the attacking side sends out a message inviting those in the zone to join the assault.
It would be epic for defenders to be able to do the same in a sally action but the fort leader might need a fairly high skill in the criminal tree or something. Just a thought however.
The reason I think these two changes would make a great addition to the game is to create a place for the player as he is growing in abilities and actions to fight and gain influence on the edges of the action. This also allows smaller factions and mercenaries who do not do well in large battles to gain loot influence and relation points with different families.
God bless and thanks for a great game