Make Bannerlord Great. Part 1: Improving cities: The property, Additional leisure for the player, Improving workshops; New ways to make money.

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Note: Photos may be of poor quality or may not coincide with reality at all, I look for them on the Internet, I don't have the opportunity to take a photo myself now. Difficulties in translation may arise somewhere.

Improving cities
1)Make the whole city playable, now cities are 80% done, cities should not be corridor, more streets connected to each other.
2)Make more clear boundaries in cities into areas(rich, middle, poor)where the rich are safe, the middle are normal, the poor are dangerous. There should be 5 districts in the city(rich, middle, poor, center, gate).
Areas are arranged in descending order(middle-largest area, gate smallest)
If the city is on the coast and has a port, then the port area can be connected to the middle or poor into one whole area. There are warehouses in a poor area.
The property
3)Add the ability to buy property in the city. We will buy the property from a realtor, he is in a tavern.
Here's what we can buy:
  • House. We can buy a house in an middle and rich area(only 2 types)(for each faction there will be their own interiors of houses): cottage(in the middle area)(description: one-story house without adjoining land, inside the house there are premises: living room, kitchen, bedrooms. The decor of the house is in a traditional-common style) and a mansion(in a rich area)(description: a two-storey house with adjoining land, behind the house there is a small garden, the whole plot is fenced in. The decor of the house is in a traditional-rich style). A cottage costs 6,000, a mansion costs 22,000. We can buy additional interior for the home: paintings, armor stands, stands or display cases for weapons(floor and wall)(this can be bought from a furniture maker, except for paintings, paintings can be bought in the Art Shop). The house is needed in order to leave your family members there and make a gathering place for their own companions when they escaped from captivity(do not run around the map to collect companions, but make a collection point and they themselves will come to the designated place (make a residential building)), you can also leave things in the house (the size of the house inventory will be 1000), as well as for wagering the RP. Also gives a bonus to health regeneration in the city.
    Click on "the property" and it appears:
  • Warehouse. The warehouse is located only in a poor area. A warehouse is needed to store things, finished products or resources for recycling, we can also send goods from this warehouse to a place of our choice. A warehouse is a temporary storage facility. In 1 city you can buy only 1 warehouse, the capacity of the warehouse will be 5000. The cost of the warehouse is 10.000.
    Click on the "Send goods" button and a menu appears:
    After you have selected and clicked "Done" a menu appears:
  • Logistics office. We need him to create and manage caravans. Read more in Life Path of a Merchant № 3. Maximum only 1 office can be bought.
The description of the workshops should be moved to the "workshops" sub-item:
Note:1)At the beginning of the game, we can have only 2 the property objects, with each new level of the clan, the number will increase by +1(at Tier 6 of the clan, we can have 8 the property objects).2)Options for interacting with real estate: sell, rent, make a residential building(your family will live there).3)The value of a home increases if you furnish it with additional interiors.4)If the city in which your property was located was captured by an enemy kingdom, then all your property will be arrested and after the return of the city, you can freely use it.
Additional leisure for the player
4)Add fistfights.
You need to ask the men in the tavern about the fights, they will say that there are fights in a poor area in one of the warehouses. Melee damage is based on the amount of vigor. Endurance affects the speed at which you strike. 4 types of fights:
  • Championship. The fight goes 1vs1. If the fight is lost, then the championship does not start over, but remains in the same position (progress is saved), you can later come and continue the championship in the place where the player stopped. The championship is one-time, after the victory you cannot replay. For winning the championship, a reward is issued: renown, 4000 dinars, +10 relations with any bandit leader who is located in this city.
  • Training fight(the fight starts with a random Fighter or you choose who to fight with).
  • Team fight 5vs5(similar to a training fight, but you get dinars for the victory).
  • Customizable fight(choose how many people will be in your team, how many in the enemy team, choose the types of fighters).
Acrobatics, vigor and endurance affect the difficulty of the opponent. Types of opponents:
  • 1-citizen ( 2 VIG, 2 END & 20 acrobatics)
  • 2-soldier ( 4 VIG, 4 END & 50 acrobatics)
  • 3-veteran( 6 VIG, 6 END & 75 acrobatics)
  • 4-dodger ( 3 VIG, 10 END & 160 acrobatics)
  • 5-master ( 10 VIG, 3 END & 60 acrobatics)
Note:1-3 regular fighters. 4-5 special fighters. 4- he is fast but weak. 5- he is slow but strong.
You can also add a dirty trick: throw sand in the face(animation, how the character picks up or just at the beginning of the fight, give the player sand in the inventory)(the enemy cannot attack you for a while).
5)Add horse racing(just like a regular tournament). You need to ask the keeper of the tavern in the city about the races, he will tell you which of the villages the races are held in(if they are all burned or after a robbery, he will send you to a neighboring city to another keeper, ask him). 2 options for racing(the player does not choose, upon arrival the game randomly chooses which option will be):
  • For a while(reach the finish line in a certain time).
  • Team races(10 participants start at the same time, who must reach the finish line first without taking into account the time).
In case of victory, the player receives: money, a prize for a horse(saddle) and a bonus point for a horse.
City factions and NPCs
6)Add shops: art shop, tailor, stable.
1.Art shop is a separate location, like a tavern, we go inside and immediately see shelves with books and paintings and a merchant behind the counter. Behind the merchant is a large room where writers sit and rewrite books / write books and artists paint pictures / signboards (for merchants) / announcements (writers and artists are separated from each other by a wall). We can only talk to the merchant behind the counter, interaction with the merchant:
  • Buy books. There will be 120 faction books in total(20 per faction)(give bonuses to perks) + non-faction books(books that increase party size, the number of enterprises, the efficiency of caravans and enterprises, tax reduction, the number of companions).
  • Buy paintings. Pictures give renown daily from 0.1 to 1 per day. Accordingly, a picture that gives 1 renown per day will cost more than 80k. A picture giving 0.1 renown will cost from 5k.
  • Buy announcements(for espionage).
  • Order a book about the biography of ourselves(this function shows statistics of everything that we have done in our life, how many people have killed, how many quests have completed, etc.)There can be 2 ways to implement it: 1)an interview with a writer, we answer questions(not more than 6-8 )and at the end of the interview, we wait 1 day and come for the book. 2)or we simply tell the merchant that we would like to order the service of writing a book about the hero and he tells us to come in a couple of days. Method 1 is interesting, but it will be more difficult to implement, Method 2 is easy to implement, but not as exciting. This is of course a paid service.
  • Buy musical instruments(drums)for soldiers. Upgrade soldiers to drummers.
2.The tailor is on the street(without loading the location). Interacting with the tailor:
  • Change the color, add the coat of arms to regular clothes and military gambesons(only on the clothes that are in the armor slot)(battle / civilian outfit)and change the color, add the coat of arms to the cloak(battle / civilian outfit)(for yourself and your companions).
    Add the ability to create a color yourself(the square is taken from paint), add a similar square in the banner creation menu, add more colors.
  • You can put the canvas on the armor of a horse and a character(on the armor slot of a person and a horse)(hero and companion), the canvas itself can be repainted, add a coat of arms, add various patterns. The canvas will be worn over the armor. Also, the canvas can be removed and hung on new armor. PS: I understand that it will probably be very difficult to do, but this great customization of the armor also looks great.
    2 options: to the waist, to the shoes.
    2 options: for the whole body of the horse, for half of the body of the horse.
    Agree, it looks cool.
  • Buy banners and standards for soldiers. Upgrade soldiers to standard bearers. Banner and standard differ in that the banner can be carried by both foot and horse soldiers. The standard can only be carried by foot soldiers.
3.A stable is needed to train a horse. We come to the groom and say that we would like to breed our horse with his horse and get offspring for ourselves (service cost 10k). The horse menu appears, where we distribute the bonus points according to the characteristics(1 bonus point gives +3 to the selected characteristic, put the maximum limit on the characteristics). When finished, the groom will tell you to come in 2 weeks for the offspring(a horse has a very small chance of having a double offspring of 5-10%, we get 2 horses with the same characteristics). Upon arrival, the groom gives offspring.
I took the horse Aserai as a basis:Let's put a constraint on the characteristics:
Charge damage: 7
Speed: 66
Maneuver: 70
Hit points: 200
7)Add artisans:
there will be a pastry seller near the bakery (decor)
(produces furniture)
8.)Add city factions: thieves, courtesans, mercenaries(a branch of each mercenary faction, available in all cities of its faction), militia.
  • Courtesan base location: the brothel is located in a rich area(we know the location from the very beginning).
  • Thief base location: the pub is located in a poor area(we know the location from the very beginning).
  • Mercenary base location: the warehouse is located in a poor area.
    Acquaintance with the faction: we begin our acquaintance with the mercenaries in the pub, first we meet the character "Stranger" to our question "Can you tell me who can give a job?" he will answer that he has a task for us [name quest], after successfully completing the task, he will say that we can be trusted and will take us to his base (warehouse converted into barracks) to meet his commander. The commander will give us one more task [name quest], upon completion of which, he will say that we are now a friend of the clan and tell us about the rest of the bases in other cities. Note:If during the stranger quest you went to another city, to another stranger (but of the same faction), he will say that you have already been given a task and you need to complete it first.
    Location of factions by city:
    The Brotherhood of the Woods - VlandiaCompany of the Golden Boar - VlandiaWolfskins - Battania
    Ocs Hall
    Car Banseth
    Pen Cannoc
    Forest People - SturgiaLake Rats - SturgiaSkolderbrotva - SturgiaKarakhergit - Khuzait
    Beni Zilal - AseraiGhilman - AseraiJawwal - Aserai
    Husn Fulq
    Eleftheroi - EmpireEmbers of the Flame - EmpireHidden Hand - EmpireLegion of the Betrayed - Empire
  • Militia base location: the military quarter(barracks)in the middle area(we know the location from the very beginning).
-One person is engaged in robbery posing as a member of our organization, deal with him.
-One of our soldiers is working for the enemy, find and kill him.
-Set up an ambush on a patrol of soldiers.
-One soldier refuses to cooperate with us, persuade him to start cooperating with us.
-Help to organize a sabotage in the city.
-Our man was caught, soon he will be transported to another city, free him.
-To intercept the merchant's goods.
-They are looking for our person in all the neighborhoods, escort him to a safe place (they will attack you).
-Soon we will have a meeting with the local bandit leader, we need security.
-Help sell the stolen goods, we will be given goods and we need to take them to another city to other thieves.
-Someone is killing our girls, rumor has it that this is one of the beggars, find and deal with him.
-One of the bandit leaders robbed a brothel and took all the money, give us back the money.
-One of the clients did not pay for the service, he turned out to be a local soldier, get money from him.
-One of our girls, tried to get information from the guard by seduction, she was caught and put in prison, free her.
-The local bandit kidnapped the girl, free her.
-Kill a smuggler who helps thieves to take stolen goods out of the city.
-One merchant, instructed us to collect a debt from a merchant from a neighboring city who does not want to repay the debt.
-Deal with local bandit leaders.
-The citizen helped the mercenaries to set fire to the building of the barracks, we found him in a neighboring village, arrest or kill him.
-To intercept a batch of weapons from the local leader of the bandits.
all combat skills(6)
1)We are hiring soldiers from the character-recruiter.
2)We hire militia recruits:
[fraction name] militia archer-60 per 1.
[fraction name] militia spearman-40 for 1.
Note:When a city is captured by another faction, the units do not change.
1)We buy a soldier from a character-a lieutenant.
2)We hire a soldier of the lowest rank for 90 for 1.
Hire agents, each faction will have its own agents for espionage.
City factions are placed in the city(groups of people), each faction will only stand in its own area, except for mercenaries, because mercenaries are secretly in the city and cannot stand openly on the street.
9)Add this:
  • Add the ability to order a song about yourself from the bard in the tavern(renown increases). This feature unlocks on a Tier-1 clan.
  • Add the ability to order a drink from the tavern keeper for your soldiers(morale increases). This feature is available from the very beginning.
10)Add this:
  • Bounty hunters. We will hire them in the pub to order them to patrol the area near the settlement(if you own the settlement).
  • Add escaped deserters, from the armies or after the battlefield, 10-25 people in the pub, we can hire them or convince them to join you so that they will be forgiven for desertion.
  • Add more neutral mercenaries to taverns(Watchmen upgrade tree).
11)Add authority in the pub. For a certain fee, he can make your relations with the faction neutral(0), which is slightly more expensive than making peace in barter with this state.
12)Add servants(women and men) to each settlement in the ruler's hall. They will not be in a clan, they are tied to a specific settlement. If you are the owner of a settlement, then you can make an agent(espionage)or a companion(free of charge)from a servant. The number of servants will depend on the prosperity score. Once a year, new servants appear in the settlements.
13)Add a master blacksmith, we can pay him to forge us weapons that cannot be bought in the market.
14)Realistic NPC in cities, townspeople will walk along the street.
15)The ability to donate food to the city(after a siege, when the city is very hungry).
16)Enter the city with 2-3 companions(choose with whom to enter).
17)The ability to execute a prisoner in prison when you are the lord of a settlement(add executioners, places for executions or the gallows).
18.)The opportunity to be the governor of your settlement, to separate the concepts of a governor and a vicegerent. The governor is the one who rules the city(leave as is). The vicegerent is the one who controls the city in the absence of the governor, that is, you appoint the governor and a button appears in the menu of your city:
Press the button and the animation turns on, as we are waiting in the city, but at the same time your steward rises(possibly leadership). Events may also appear during the reign. For example: poachers were caught on your property and the guards brought them to you, asking what to do with them? Options for action: execute, imprison, let them pay a fine, release.
19)Enter the city with the peasants(imperceptibly)(if you are wanted in the city, then this is an option to sneak into the city unnoticed).
20)Order a drink at a tavern and drink it(effects of alcohol).
21)Add cape for civilian outfit.
22)Add nice expensive clothes(for all factions)(slavic clothes for Sturgia, perfect fit).
23)Add a black market, the black market is controlled by bandits, there you can buy expensive things with a 20-30% discount, the black market appears when 1 gang remains in the city (you can help 1 gang kill the rest of the gangs or become the boss of the bandits yourself and destroy the rest of the gangs).
24)Add a perk to roguery that allows you to wear hidden armor in the city, add hidden armor, it can only be bought from bandits on the black market.
25)At the moment in the game you can move the citizens(run in their back, thereby moving them). Make it so that the player cannot move the citizens.
26)Sounds of the city: barking dogs, the sound of broken glass, the sound of people screaming, water dripping from the roof, the sound of birds.
27)The ruler's banner hangs on the walls of houses in the city.
28.)Top view of the city with all the marks of active characters. Press the M key and the camera switches to another camera with a panorama of the city, press Alt and see all the NPCs.
29)Add random events in cities. Events can be of 2 types: factional(1 faction with another faction and you need to take sides, thereby improving your relationship with one faction and worsening with the other)and neutral event(it can be anything: to catch a thief, disassembly of local residents, etc).
30)Add announcements(pasted all over the city on the walls of houses)from which we will learn what is happening in the city or about the player's actions that we have performed. You can approach them and the UI will appear, press F to read, then the ad text appears on the full screen.
31)The opportunity to refuse the settlement, which was transferred to you by voting.
32)Fine for the absence of the governor in the settlement.
33)Make a limit on the number of fiefs.P.S.: This is necessary to force the player to interact with other clans, now that the player can capture the entire map without any problems, the mechanics of barter and diplomacy are generally useless. If there is a limit on the number of fiefs, the player will be forced to look for friends in order to have significant influence in the kingdom.
34)Fiefs increase the size of the army of the character who owns the settlement. The castle increases by + 15, the city increases by +25 party size.
35)Choose who will get the settlement(a list of lords appears)(in the voting menu)when you want to change the owner of the settlement.
Improving workshops
36)Add a menu for the workshop in the city in which it is located.
Click on "Visit the workshop" and a menu appears:
Note:The initial capacity of the workshop inventory is 1500. Later it will be possible to increase it. The workshop inventory is needed in order to leave resources for production or to pick up finished products and sell them yourself. First, the workshop will take resources from the stash, and then if the resources run out, it will buy them in the market. If we have several workshops in the city, then the menu will select which workshop to go to.
37)Improved workshop menu in the "Clan-Other" tab.
  • Stop production button.
    Note:1)This function is needed to stop the production of the workshop. For example: the city has high prices for the required resource, you can close your workshop and open it when the price of the resource falls.2)You also need to make the "Resume production" button when our workshop is closed to start production again.
  • Workshop management menu.
    Click on the "Workshop management" button and a menu appears:
    Note:1)Highlighted in green is what is currently selected.2)The first 2 points are needed in order to increase the level of the workshop: The qualification of workers affects the speed of product creation; Improved workshop equipment affects production efficiency(more products will be produced)(the better the workshop equipment, the more resources it will consume. For example: Low will need 1 Hides, and Medium will need 2 Hides).3)The level of the workshop itself slightly affects all parameters, the level of the workshop is automatically increased when the qualifications of the workers and the equipment of the workshop are at the same level(Medium-2, High-3).4)In order to find out what is needed to increase the level, move the mouse cursor to the desired level and find out.5)In order to improve the qualifications of workers, you need: money and time (Medium-3000 and 4 days) (High-7000 and 8 days). In order to upgrade the workshop equipment you will need: Equipment(Medium and High level)(equipment to buy from "furniture maker")and time(Medium - 7 days)(High - 14 days).6)When there is an increase in one of the parameters, be it: the qualifications of workers, the modernization of workshop equipment or an increase in the warehouse. The workshop does not generate income at this time.7)In order to increase the warehouse you need: money and time(2500-5000 and 5 days)(4000-9000 and 10 days).8.)The last 2 points are the minimum workshop management.9)You cannot improve the workshop at the same time, only 1 point out of 3(you cannot simultaneously improve the qualifications of workers and the size of the warehouse, etc.).10)We may ship items from workshop inventory to our other workshops or warehouses.
    Click on "Send goods" and a menu appears:
    After you have selected and clicked "Done", the menu of the workshop inventory and the object that we have selected appears:
  • View workshop statistics.
    Click on the "Workshop statistics" button and a menu appears:
    Click on 1 of 2 charts and the following chart appears:
    Note: 1)The price of an item in the menu is also displayed in red if it is more expensive than average, and green if it is cheaper than average.2)"Stop production" and "Workshop statistics" are related, first we look at the chart and see that within a few days prices will fall and we simply close the workshop.3)The graph must be animated. We simply move the mouse cursor over the chart and it is shown to us: Day and price, on that day. Here is an example(Of course, in the game, the volatility will be greater and the numbers after "," do not need to be shown):
How the entire workshop UI will look like:
New ways to make money
38.)Make passive income-investments. We can invest our money in 2 options:1)invest in the village(from a headman). 2)invest in a workshop(from a merchant). The minimum amount that we can invest is 100, the maximum is 20,000.
invest in a village​
invest in a workshop​
We will receive 20% return on investment.
For a period of 10 days.
We will receive 10% return on investment.
For a period of 13 days.
Note:For example:We invested 20,000 in a village, in 10 days we will get back 20,000 + 4,000 income(20%). If the village is looted while you invested in it, then the money will be lost. If the city is captured by another faction, then the money will also be lost. Investing in a workshop in the city is much safer than investing in a village, because villages are more often robbed, so the risk is much greater that your money will be wasted. In order to invest money, renown and a positive relationship with the character are not needed. If the investment was successful, then we will receive experience points for trading.
Menu where you can see where you invested your money:
Click on the icon and the following menu appears:
39)The ability to buy land in villages.
  • Why buy land? To produce resources on it or rent out land and receive passive income.
  • In order to buy land, we need a Tier 1 clan and 4.000 money for 1 land. At Tier 1 of a clan, you can only buy 2 lands and with each new level the number of land plots increases by 2 (at level 6 of a clan, you can have 12 land plots).
  • In 1 village you can only buy a maximum of 4 plots of land. Some lands (2 or 3 lands, depending on how many resources the village produces) will be occupied by the village, which means that out of 4 plots we can buy free land in the amount of 1 or 2 units. We can also buy out the land on which the village produces resources and thereby tighten the market for ourselves.
  • To buy a land plot, you need to talk to the headman in the village, there will be a dialogue: "I would like to buy a piece of land from you."
    After we bought the land in the dialogue, the headman will tell us: "What do you want to do with the land?" We have 2 answer options: I will produce resources on it or I will lease the land.
  • If we choose to produce resources ourselves(rather than rent out land), then we will have an option of what type of industry we will use on our land.
    industry type:farmingcattle breedingminingfactory industry
    We can change the type of industry only by talking to the peasant on our land. But you can easily change the resource within a certain industry(in the Other-Lands menu). For example: you have an agricultural industry and you produce a Grain resource, you can easily change the produced resource to Olives, without talking to a peasant, you only need to pay a little money to buy 200-300 seeds. But, if you produce Grain, and you want to produce Iron, then you first need to talk to the peasant and change his industry to "mining" in his dialogue, and then produce Iron.
    An example of a peasant's dialogue:
    Me- "I would like to change the type of industry on my land."
    Peasant- "Ok, what type of industry do you want?
    Dialogue options(Me):I would like to engage in farming.I would like to be engaged in cattle breeding.I would like to be involved in mining.I would like to be engaged in the factory industry.
    Dialogue options (Peasant):Okay, you need to pay 1000 so that I hire the peasants and buy the seeds to plant.Okay, you have to pay 4,000 to build an animal farm, buy feed and hire peasants.Okay, you need to pay 10,000 to build a quarry for mining, hiring peasants and buying tools.Okay, you need to pay 8500 to build a factory, hire and train peasants, and buy tools.
    After you have clicked on a certain type of industry, there will be a dialogue: Me-I agree, get to work. (or)
    I changed my mind, wait.
    Also, if you are producing the resources yourself, you will have an option of what to do with them:
    1)take to the city for sale(auto).
    2)take to the warehouse for storage(you need a warehouse)(auto).
    3)take to the workshop for recycling(workshop needed)(auto).
  • If we choose to lease the land, then we will simply receive 50 dinars from 1 plot per day(passive income).
Click on "Change resource" and a menu appears:
Click on "Resource purpose" and a menu appears:
Note:If we select "Take to town for sale", then the resources will automatically be sent to the city for sale (in which city we do not choose, the resources will be sold where the villagers sell their resources (who run around the map)).
If we select "Take to the warehouse for storage", then a menu of all the warehouses that we have appears and resources from this land will be taken there.
If we choose "Take to workshop for recycling", then a menu of all the workshops that we have will appear and resources will be taken there for further processing from this land.
How UI Other will look like with the property, workshops and land.
Note:Also add workshops, the property and land to the barter system so that we can exchange with other lords.
Next: Part 2
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Section Moderator
Don't worry, i've seen and bookmarked all the parts of these megathreads of yours, i'm just leaving space in hope they would attract some organic activity. :wink:

Amazing effort and presentation!

Only for the future refference, it is easier for the developers to read a suggestion per thread, megathreads with mixed subjects probably scare them off, since they don't know by a glance where to look for their specific area.
It took me myself a while to get through it all :smile:


mixed subjects probably scare them off
Rather than being scared off, I think they don't have time to read something for hours.
I think it would be better if you/he creates sub-threads and links all of them inside this or something. Or one-line bullet points and rest of the information goes into a spoiler for further reading.

I would also suggest having a vote/poll so that people can also vote for the ideas that they would like to see most. I want to suggest the same thing for SP Top Suggestions too, actually. It might at least redirect Devs what to check first, as a priority list.

PS: Crazy good effort on the thread btw 👏
it is easier for the developers to read a suggestion per thread, megathreads with mixed subjects probably scare them off, since they don't know by a glance where to look for their specific area.
At the very beginning, I thought it was better to write separately, but then I realized that some mechanics are related to each other, and besides, there are some mechanics that I don't know to which area they belong.
I would also suggest having a vote/poll so that people can also vote for the ideas that they would like to see most.
I also thought about this, but I could not find the best way to make a vote: for each mechanic, for each paragraph (example: Merchants, shops, artisans) or just the main mechanics, which I devoted more time to.
I don't mind breaking it down into parts, it's even better because I can describe some things in more detail.
Only for the future refference
Ohh, I wouldn't hope so. If I write something, it will be a fix or addition to a new mechanic (like emotions or choosing an heir). I do not see at the moment what else can be added to BL.
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@Piconi I improved Part 1, adding some new mechanics:
9)Add this:
  • Add the ability to order a song about yourself from the bard in the tavern(renown increases). This feature unlocks on a Tier-1 clan.
  • Add the ability to order a drink from the tavern keeper for your soldiers(morale increases). This feature is available from the very beginning.
13)Add a master blacksmith, we can pay him to forge us weapons that cannot be bought in the market.
102)When we receive a quest, add the ability to set a price for completing a quest (of course, with a certain limitation). This may be due to the fame of the character (come up with some kind of formula). For example: the initial reward for completing the quest is 900, we tell the character that we want a reward and the bargaining begins.
I made a table that shows which mechanics are related to a certain topic. I also wrote which mechanics are related to each other.
In my opinion, the thread is completely ready and developers can check it.
The only thing that I could not do was the index at the very beginning of Part 1 on the table in Part 4.
We click on the link and we are thrown to the table:
If possible, please do it.
I really like the idea of having a house in a city. As it was not unknown for Nobles to have houses that were rarely used in cities of the time. Also lvoe the stable mechanic idea.
Great ideas!

I favour most buying land i villages and I try to expand it abit further. Feel free to use at will. Player can own land for production of base materials or to rent. But remember, buying land needs someone needs to sell land, probably one of the current landowners. Probably a share- system is needed to make up how big part of the land is owned by you compared to the noteable(s). How much land does the villige have total and how is the available land divided currently. This desides how many notables the villige can have, what is their influense and how expesive is it to buy land. There needs to be local economy.

Expanded Villageactions
All villages

Buy land - Each notable is listed with a price based on his influense and relation High influence and high relation gives best price(for the buyer!). If relation is negative they completly refuse to sell.

Owned Villages
Confiscate land - You buy land but to a fixed price based on your stewardship. Each notable lose equal amount of land. Minor penalty to relationship and Loyalty.
Sieze land - Each notable is listed and you pick one. Based on the influence of the target you get hit to Loyalty. -50 to relation to the target Notable.
Levy draft - Opens a party interface where a number of inhabitants are listed under a "Village" node and can be moved into your party.The available troops are a semi-random mix of peasants, watchmen and militia(rarely high-tier) depeding on any pretty much any number of factors in the holding!(though the total number is probably only decided by the prosperity!) This negatively affects the prosperity, security and loyalty depending on what you move into your army.
Promote [Owner faction] culture - Current notables are exiled and replaced with new ones, of your factions culture. Culture of the villiga is changed to the one your faction. For a considerable time, village produce no troops, for you nor for militia(a daily militia spawn malus to the connected holding.) A huge hit to prosperity of the village(bigger than beeing raided). A big hit for loyalty and potential revolt size. When all connected villages is culture-switched, the parent holding switches too. No graphics are changed.

Hostile villages
Force draft - Same as Levy draft but they are recruited as recruitable prisoners. The village counts as raided and this action counts as a raid(you need to fight militia).


the more i read the more i like it :smile: good stuff sir...especially that Fist fight arena in the warehouse :grin: def gonna run this song as a signia every time going in to matches
Fist fights would actually be a great quest to more "peacefully" resolve a gang issue. While also a way to make a large amount of money. Frankly being that there seems to be four teams in the tournaments. If they could add races to the game and make it so each gang leader backs one of the colored teams......
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