eritchie
Recruit

Proposed changes to Bannerlord Gameplay:
Settlement management and buildings should function in a similar way to total war games:
Castles and Towns
Rather than every town having the same buildings the owner has to choose which buildings are in their settlements. There will be limited slots so settlements will have to play a specific role for the clan which owns them (and for a faction overall). Some settlements will produce good archers while others will produce good infantrymen. Others will be focused on the economy. As the settlement levels up more slots will become available. Faction specialisations will increase variety.
Buildings will include:
Resource Manufacture Buildings
Some individual towns have access to special resources in their villages like mines. In these cases the settlement may have a special building chain to go with it (e.g Foundry)
Infrastructure
Infrastructure buildings will generally come in 4 varieties.
Food buildings which increase growth and ability to withstand sieges (e.g granary and aqueducts).
Economic buildings which increase monetary income (e.g markets, guilds, tax collectors).
Buildings which increase public order (religious and civic buildings) .
Defence buildings which increase the garrison or provide increased security (watchtowers, walls, garrison barracks).
Ports
Coastal settlements have access to a port building chain which usually increases growth and income, while allowing trade routes to other factions with ports on the same sea. Several settlements also have special ports.
Military recruitment / Basic military
Once built in a province, these buildings allow recruitment of core men at arms units (number scales with building level, perks and population)
These buildings improve quality of troops including levies, men at arms and knights by improving equipment and training. Some may provide access to elite troops (in each cultures capital).
Unique Buildings
Special buildings (including landmarks) are unique to that specific settlement on the campaign map. Landmarks often provide unique bonuses and may not be available to build for other cultures.
Villages
Villages are mostly focused on resource extraction and defence so most of the available buildings relate to these functions.
Basic Walls and Towers
Small Garrisons
Farming and Forestry Buildings
Churches
Town Halls
Resource buildings (corresponding to village resource)
Recruitment
Recruitment should function in a similar way to crusader kings
The owner of the settlement will be able to raise levies, men at arms, and knights from their settlement and it’s hinterland. The number of each available to the ruler will be determined by settlement population, wealth and buildings as well as policies and personal buffs. Knight populations are largely related to families with land holdings that exist in your settlements. Mustering troops takes time and troops will take time to regenerate if killed. Losing significant proportions of your knights and levies can have knock on economic and social impacts. Allowing populations to grow too large may also cause problems.
Until you own a settlement the only troops you can recruit are companions, mercenaries (from taverns), bandits (from gang leaders) and deserters (after defeating them in battle or from taverns). You can also serve as a soldier and become captain of a battle formation.
To get your first settlement you either need to take it with a party made up of mercenaries, buy a plot of land with money made from trade, or join a noble as a soldier and work towards knighthood and the ownership of a plot of land. From here you will have to work your way up the social ladder to grow your titles and land holdings.
Alternative campaign starts will allow you to start the game as one of the faction leaders, a duke (own a town), an earl (a castle), a baron (a village) or a knight (land in a village)
Once you own a settlement (castle or town) you can recruit quotas of levies, men at arms and knights based on the population and other buffs outlined above. Barons and knights only have access to levies. Each level of title provides access to some troops so a knight, baron and earl would each be entitled to their own portion of levies (like crusader kings). Earls would be able to call their barons and knights to battle when needed through the mustering tool. Alternatively they can leave them in situ if they feek defence of a particular settlement is more important.
Settlement management and buildings should function in a similar way to total war games:
Castles and Towns
Rather than every town having the same buildings the owner has to choose which buildings are in their settlements. There will be limited slots so settlements will have to play a specific role for the clan which owns them (and for a faction overall). Some settlements will produce good archers while others will produce good infantrymen. Others will be focused on the economy. As the settlement levels up more slots will become available. Faction specialisations will increase variety.
Buildings will include:
Resource Manufacture Buildings
Some individual towns have access to special resources in their villages like mines. In these cases the settlement may have a special building chain to go with it (e.g Foundry)
Infrastructure
Infrastructure buildings will generally come in 4 varieties.
Food buildings which increase growth and ability to withstand sieges (e.g granary and aqueducts).
Economic buildings which increase monetary income (e.g markets, guilds, tax collectors).
Buildings which increase public order (religious and civic buildings) .
Defence buildings which increase the garrison or provide increased security (watchtowers, walls, garrison barracks).
Ports
Coastal settlements have access to a port building chain which usually increases growth and income, while allowing trade routes to other factions with ports on the same sea. Several settlements also have special ports.
Military recruitment / Basic military
Once built in a province, these buildings allow recruitment of core men at arms units (number scales with building level, perks and population)
- Archery Range
- Infantry Barracks
- Stables
- Siege workshop
These buildings improve quality of troops including levies, men at arms and knights by improving equipment and training. Some may provide access to elite troops (in each cultures capital).
Unique Buildings
Special buildings (including landmarks) are unique to that specific settlement on the campaign map. Landmarks often provide unique bonuses and may not be available to build for other cultures.
Villages
Villages are mostly focused on resource extraction and defence so most of the available buildings relate to these functions.
Basic Walls and Towers
Small Garrisons
Farming and Forestry Buildings
Churches
Town Halls
Resource buildings (corresponding to village resource)
Recruitment
Recruitment should function in a similar way to crusader kings
The owner of the settlement will be able to raise levies, men at arms, and knights from their settlement and it’s hinterland. The number of each available to the ruler will be determined by settlement population, wealth and buildings as well as policies and personal buffs. Knight populations are largely related to families with land holdings that exist in your settlements. Mustering troops takes time and troops will take time to regenerate if killed. Losing significant proportions of your knights and levies can have knock on economic and social impacts. Allowing populations to grow too large may also cause problems.
Until you own a settlement the only troops you can recruit are companions, mercenaries (from taverns), bandits (from gang leaders) and deserters (after defeating them in battle or from taverns). You can also serve as a soldier and become captain of a battle formation.
To get your first settlement you either need to take it with a party made up of mercenaries, buy a plot of land with money made from trade, or join a noble as a soldier and work towards knighthood and the ownership of a plot of land. From here you will have to work your way up the social ladder to grow your titles and land holdings.
Alternative campaign starts will allow you to start the game as one of the faction leaders, a duke (own a town), an earl (a castle), a baron (a village) or a knight (land in a village)
Once you own a settlement (castle or town) you can recruit quotas of levies, men at arms and knights based on the population and other buffs outlined above. Barons and knights only have access to levies. Each level of title provides access to some troops so a knight, baron and earl would each be entitled to their own portion of levies (like crusader kings). Earls would be able to call their barons and knights to battle when needed through the mustering tool. Alternatively they can leave them in situ if they feek defence of a particular settlement is more important.