SP - General Make Bannerlord Great. Part 2: Player's camp; Redo the minor faction; Hierarchy of officials; Character life paths and special character traits.

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Player's camp
40)We have 2 types of camp:mobile(which is always with us)and main(we create on the global map).
I.Mobile camp.
We don't need to buy anything. The entire camp is available from the very beginning of the game.
Mobile Camp UI:
The camp UI can be located in 2 locations:
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Click on the camp icon and a menu appears:
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Note: 1)The background of the camp is static.2)When we wait in the camp, the wounded recover faster, the medic increases the skills.3)When we walk around the camp we can interact with him: chop wood, sharpen swords, talk to soldiers, butcher a carcass / cook food, drink alcohol, play board games (in an officer's tent), conduct field exercises.4)In the camp we will be able to talk with all the companions and with our family.5)The number of soldiers will be a maximum of 80 people(at the location).6)On the global map, when we wait, a camp appears as in Warband.7)Your family and companions are in the officer's tent.
Click on the "camp management" button and a menu appears:
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There are 3 service options:
satisfactorilygoodthe best
1)no resources are consumed(set by default)
2)there are no bonuses
1)1 unit of a certain resource is consumed
2)small bonus
1)consumes 2 units of a certain resource or 2 units of different resources
2)bonus
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At the beginning of the game, only 2 systems are available to us, the rest will need to be opened by improving the camp:
Available from the start:Upgrade Needed:Medical TentUpgrade Needed:Armor Repair ShopUpgrade Needed:Weapon Workshop
1)improve the morale of soldiers
2)improve the diet for horses
unlocks the system:3)improve the quality of medical careunlocks the system:4)improve the quality of armorunlocks the system:
5)sharpen melee weapons
6)maintenance of bows and crossbows
7)strengthen shields
Description of bonuses to each system and consumables for them:
improve the morale of soldiersimprove the diet for horsesimprove the quality of medical careimprove the quality of armorsharpen melee weaponsmaintenance of bows and crossbowsstrengthen shields
good: +5 morale(1 unit of beer)
the best: +10 morale(2 units of beer)
good: +10 horse movement speed during combat(1 unit of grain)
the best: + 20 horse movement speed during combat(2 units of grain)
good: + 15% health regeneration rate(1 linen)
the best: + 30% health regeneration rate(1 linen and 1 wine)
good: + 15% to the parameter of protection(less damage is done to the soldier)(1 unit of iron)
the best: + 25% to the parameter of protection(2 units of iron)
good: +5 melee damage(1 iron)
the best: +10 melee damage(2 iron)
good: +5 ranged damage(1 hardwood)
the best: +10 ranged damage(2 hardwood)
good: + 15% more shields withstand damage(1 hardwood)
the best: + 30% more shields withstand damage(1 hardwood and 1 iron)
Note:Consumable items are consumed once a week. You can also block these items to prevent your soldiers from eating equipment.
Hover the cursor over "consumable items" and a menu appears, in which it is written what resources are consumed:
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We can only install upgrade objects in soldier tents.
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Our family and companions will be in the officer's tent(in the middle of the camp)(also at the entrance to the camp location, we will appear in it). Click on any soldier's tent and the following menu will appear:
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There is no improvement in the tent at the moment.
Click on "choose improvement" and a menu like this appears:
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Hover over any improvement and the following menu appears:
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Description of the bonuses of all improvements and the necessary resources for them:
improvement nameprofessional kitchenimproved stalls for horsestraining dummiesboxesentertainment roommedical tent
bonusincreases the health of the entire army by +20increases speed on the global map + 5%, only those who are on the horse+1 xp every day, to all soldiersinventory capacity +500morale +5health recovery rate + 20%
necessary resources10 hardwood
5 iron
3 tools
20 hardwood
2 tools
15 hardwood
10 linen
3 hardwood10 hardwood
5 linen
20 linen
15 hardwood
improvement nameWeapon WorkshopArmor Repair Shopwatchtowerengineering tentextra beds
bonus+ 3% damage from any type of weapon+ 5% armor parameter+ 10% view range+ 20% build speed for siege weapons+15 party size
necessary resources15 iron
8 tools
15 tools
5 iron
25 hardwood10 hardwood
5 linen
10 hardwood
Click on the "tuning formation" button and a menu appears:
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Select any formation and a menu appears:
Note:The order of the formation of the soldiers is as follows: in front of the formation are spearmen, in the middle of the formation are sergeants and at the end are falxman.
P.S.:I know that the order of building soldiers is already implemented in the "Party" menu, I suggest that the developers move this feature from the "Party" to the camp menu in order to add the ability to sort troops in the "Party" menu(so that there are no conflicts between these 2 functions).
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Note:By pressing the reset button, the formation settings will be reset to the default settings (default settings are those settings that are automatically set at the beginning of the battle), and the sequence order will be reset to the previous value.
All my commands:
  • Action: Follow me, Charge, Stand ground.
  • Attack type: Use any weapon, Use blunt weapons, Use polearms.
  • Shooter type: Hold your fire, Fire at will.
  • Saddle: Mount, Dismount.
  • Tactical formation: Line, Shieldwall, Loose, Circle, Square, Skein, Column.
Note:Attack type and Shooter type are separate because some soldiers have javelins and the Hold you fire and Fire at will commands affect them.
If you change the formations (and I think you need to change them), then here is an example based on my formation sugg:
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Click on the "conduct field exercises" button and a menu appears:
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Click on the "Commander" icon and a menu appears:
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Click on the "Choose troops" button and a menu appears:
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Note:1)Field exercises are needed to increase the skill of tactics (maybe even leadership? For example, the one who won the battle, that commander gets additional experience points in the skill of leadership) to himself and his companions, the skill of medicine to the doctor and to improve the units.2)During field exercises, soldiers are injured(do not die)and the doctor heals them.3)In total, there will be 51 people on the battlefield in each team(50 fighters and 1 commander).4)It is not necessary to choose a commander, you can carry out exercises without him.5)We can also choose ourselves as a regular fighter and fight.6)Experience points for units will decrease proportionally as the level increases(Tier 1 will receive 90% of experience, if it was a real battle, Tier 2 will receive 70%, Tier 3 will receive 50%, Tier 4 will receive 35%, Tier 5 will receive 20%).7)We have 2 options for combat: autoboy (does not work if you are a commander, but works if the player is an ordinary soldier) and normal combat (a camp location is loaded, like an arena).
P.S.:I came up with this after I drew the UI of the camp, therefore, there is no "Engineering practice" button (it should be in the main menu). "Engineering practice" is a variant of popularizing the Engineering skill (at the moment, the skill can only be increased in the middle of the game, when the player is a lord), players practically do not use this skill.
The builder will gain 30% experience from training if he made real siege structures. It will be free, just like the usual construction of siege weapons, no money or resources are needed for training. Both the player and his companions can engage in training.
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Click on "Engineering practice" and a menu appears:
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Note:It is obligatory to choose a builder! Objects are conventional layouts of siege weapons: battering ram, siege towers, catapults, etc. After we have selected the builder and the number of objects and click "Done", then we are transferred to the global map and the following menu appears:
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Note: During practice, the player's army stands still. You will need a background for the menu.
Click on the "go hunting" button and a menu appears:
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If you selected "team", a menu appears:
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Note: 1)If you want to go with a team, you do not need to take 5 people with you, you can take only 1 person or your companion and go hunting.2)Loot drops from 1 killed animal:1 piece of meat(drop rate 100%), 1 piece of hides(drop rate 30%).
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Before your soldiers defect from the army, a notification will appear on the global map:
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1)Choosing the "let them go" option will leave a large number of soldiers.
2)Choosing the option "to talk to them", then the location of the camp is loaded and we start talking with one of the rebellious soldiers. Dialogue options:
  • To persuade the soldiers that soon everything will work out(you need to get success 2 times in the persuasion system)(in a day they will rebel again).
  • Convince the soldiers to stay with you and make an inspiring speech(you need to get success 3 or 4 times in the persuasion system)(morale increases for several days: Modifier: Inspirational Speech +15(morale)(after 3 days they will rebel again, the modifier will also disappear after 3 days).
Note:If your conviction fails, then fewer people will leave you than you would just click "let them go", because some people saw that you tried to somehow agree with them and decided to stay with you.
  • If you have money, you can just pay them(20% of the player's total money with a limit of 10k, they cannot be paid less than 2k)(after 3 days they will rebel again).
  • Tell them that they will not go anywhere and start a slaughter with them(if you are lucky you can take the rest)(if you lose, they will take you prisoner, they can even remove your armor for your insolent behavior).
II.Main camp. In order to build the main camp, we need 200 linen, 100 hardwood, 50 iron, 20 tools and leave 50 people in the garrison.
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Click on the "create a main camp" button and the process of creating the main camp begins(we just wait on the global map), after the construction is completed on the place where the player stood, the camp appears and we automatically go inside(and the camp menu opens).
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Note: 1)Maximum garrison capacity 250 (no upgrades).2)The maximum number of captives is 50(no upgrades).3)The maximum stash capacity is 2000.
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All improvements for the main camp:
improvement namebarrackswarehousetraining groundssmithyfield hospitaljail
bonusincreases the number of soldiers in the garrison +100camp inventory capacity +1500+8 xp every dayforging menu, +10% damage from any type of weapon(during the battle in the camp)+ 40% health healing rateincreases the number of captives by +60
necessary resources100 hardwood
50 linen
60 hardwood80 linen
40hardwood
80 iron
20 tools
60 linen
30 hardwood
40 iron
15 tools
There are 3 levels of wall improvement: 1-level moat, 2-level wooden walls, 3-level stone walls.
The soldiers in the camp will consume food, you can leave food for them yourself or come to the nearest town to the merchant and agree with him on the supply of food to the camp(you can choose how often he will deliver food)(the camp menu appears, where you choose how much food he will send to you).
The opportunity to create the main camp appears at the 2nd clan level, another camp can be made at the 4th level and the 3rd camp can be made at the 6th clan level(3 camps in total). Also, if your main camp is attacked by enemies and you lose the battle, then your main camp will be destroyed on the global map.
We can also make from a companion the Commandant for the main camp(analogous to the governor). In dialogue with him, we can order him to hire troops for the camp. The companion also improves leadership and steward skills.
What is the main camp for?
1)The creation of the main camp opens up the opportunity to create an army if you are not a member of any kingdom (this is very important, since the game forces you to attack only a rat on a settlement after it has been captured by another faction. Why can't I call all my vassals and honestly capture the settlement?).
2)You can make a camp on the border with another state and leave the soldiers there. For example, your settlement is Rovalt and you can make a camp on the border with the Western Empire, it will be more convenient for you to run to your camp and replenish the supplies of soldiers after a hard battle, than to run across the country to your settlement.
3)The main camp will help your life path. For example: If you are a bandit, then you can put an improvement in the prison and warehouse in order to leave more prisoners and loot in your camp. If you are a merchant, you can set up a camp at the intersection of trade routes and thus make a transshipment base for yourself, put warehouses in the camp and store goods there, waiting for the best price. If you are a lord / mercenary, you can build barracks and training grounds in the camp, so that if your army is defeated, you would have manpower (a mercenary really needs this function, like a lord without a settlement).
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Redo the minor faction
At the moment, the mercenaries are dummies who do not help and do not influence anything. I suggest the following:
41)The ability to call mercenaries into the army(no influence needed). Only the king and field marshal can summon mercenaries.
42)The ability to conclude contracts with mercenaries. In the dialogue with the leader or with the representative, if the clan is free, there will be a line "I would like to conclude a contract with you." If the contract comes to an end, we will have a decision on the global map, where it will be written whether we want to renew the contract or not.
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Note:You can choose how long the contract will last and the amount of salary for the mercenaries per month. The contract can be broken if you do not want to pay or be in the service of the kingdom with all the consequences that come out (the employer and the mercenaries themselves can break the contract). If you are a mercenary and broke the contract, then they will be less willing to sign a contract with you, if the employer broke the contract, then the mercenaries will ask for more money.
43)Make a secret base of mercenaries in the area of the cities they control(something like a hideout bandit, but only in a single copy). There will be a representative of the faction, from whom you can conclude a contract with mercenaries(you can also conclude with the leader, but the representative is made so that the players do not run around the entire map after the leader). In the base, you can also hire recruits mercenaries and make there a small merchant(not affecting the economy)from whom you can buy armor and weapons of the faction, and you can also buy hidden armor from him. We will learn about the location of the secret base from any of the commanders(in the cities)upon reaching a certain level of relations(the base will be located in one place, and not randomly appear in different parts of the area when starting a new game). Even if you know the location of the base(I mean the player, not the playable character)and arrive at that place, there will be no base until you reach a certain number of relationships. Example base location:
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Hierarchy of officials
44)Add a capital for each faction, and there will be a capital icon on the global map under the city name. Federal officials will be in the capital. Also, if you are the leader of a faction, then in the "Fiefs" menu there will be a button "Make the capital". The capital can only be moved to another city.
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45)Add officials.
chancellorfield marshaltreasurersecret advisor
(governance and legislation)(warfare)(finance)(counterintelligence and conspiracy disclosure)
(required skill steward)(required skill leadership)(required skill trading)(required skill charm)
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Note:The position of Field Marshal is elective among your lords, after the lord is elected to the position of Field Marshal, he will also run around the map, and not sit in the capital. A player cannot become an official, except as a field marshal, but he can nominate his own person for the position of an official. In the capital, instead of regional officials, federal officials will sit(they have the same opportunities as regional ones + special)+constable.
secretary, assistantchancellor
1)send a gift. We can send a gift to any lord of our faction to improve relations with him. You can send a gift only once a week, to any lord.
2)create a feast. We can have a feast and invite only the lords of our choice to it.
3)send a message. We can send a message to any lord with a request to meet at our designated place and he will come there.
1)The Chancellor can advise you on what low needs to be passed or repealed now.
2)the chancellor may require other lords to send part of their garrison from their cities to the capital.
constable, castellanfield marshal
1)send patrols. We can send a patrol of militias to patrol the area around our villages(we take the militia from the settlement and send them). There is no limit on the number of patrols, only at least 50 militias must remain in the settlement. There are 3 types of patrols: 1) small detachment - 10 people, 2) medium detachment - 20 people, 3) large detachment - 35 people. Or you can hire pub bounty hunters, they can also patrol your property.
2)hire soldiers. You can ask con / cas to drive through the villages and hire soldiers for you, you can choose how many soldiers they hire, who to hire (infantry / archer). Your subordinate will leave the settlement and go to hire you soldiers.
3)train soldiers. You can ask con / cas to speed up the training of the soldiers in the garrison (a menu appears where we choose who we want to train and pay for their training). After you have selected a soldier and paid for training, at the beginning of a new day, their level will increase by +1.
4)can tell us about each type of soldier of all factions, about their advantages during the battle.
1)the ability to control the armies of other lords.
2)the ability to call the mercenaries of the kingdom to your army.
accountant, bookkeepertreasurer
1)set taxes. We can set the amount of taxes that settlements will pay us. There are 3 levels of taxes:
1) low, 2) medium, 3) high. Tax level affects: prosperity and loyalty of a settlement.
2)allocate money for villages. We can allocate money to stimulate the economy of the village and, accordingly, this affects the well-being of our settlement (castle / city). It can be realized in 2 ways: 1)we buy land and use it (№39); 2) a menu of projects, as in a city or in a castle, but with village buildings (such as a school, a mill, etc.) (we will allocate money specifically for the construction of something in the village).
3)can tell us about the current financial situation of our settlements (villages / castles / cities) and what we need to build at the moment.
1)the treasurer can demand from other lords that they send gold to the treasury (relations deteriorate).
2)The treasurer can allocate gold from the treasury to stimulate the economy of your vassal settlement (any settlement in your kingdom).
secret advisor
1)we can order him to send his spies, the kingdom of our choice, to know their intentions or know the movements of their armies.
2)we can order him to put our vassal in prison if we suspect him of preparing a revolution.
3)he will inform us about the current situation in the kingdom, whether someone is preparing a revolution against us, we can order him to listen to rumors in order to inform us about the conspiracy.
4)he can advise us: who is the best to attack now, who should be friends with (from our clans and other kingdoms), who should not be trusted (from our clans and other kingdoms).
Character life paths and special character traits
46)We have several options for the paths along which we will go:
Lord
Without changes, we will also gradually increase our military potential and get settlements under our control. We can also create vassal clans and create a dynasty in order to strengthen our position within the kingdom, promote our companions to the posts of federal officials, become a field marshal ourselves, we can seize power through a revolution or by using pressure on the king to change the form of succession to an elective monarchy, then bribe all the lords, so that they elect you king, after the coronation to usurp the power.
Bandit

We have 2 options for doing dark deals:​
1)Road Bandit:​
2)City Bandit:​
Attack villagers, caravans; rob villages, cities (make riots and then rob the city) and build personal hideouts to rest in it, leave things in stash or hire bandits to join your army. To create a hideout, you need to talk to a companion in his dialogue will be: "I would like to make a secret hideout." After that, he will leave you for a while to find a suitable hiding place. When he comes back to you he will say that your hideout is ready and you can visit it (your hideout appears on the global map). Hideout is also needed to hide from justice, but keep in mind that if you sit in one hideout for a long time, then bounty hunters will raid you soon.Destroy other gangs in the city and capture their points, then demand tribute from the merchant or take their workshops. After you have destroyed all the gangs in the city and put your people on all points, one of your people comes up to you and says that you are now the boss of this city (and now you can create a black market in the city and terrorize merchants). When you destroy all the gangs in the second city, one of your soldiers will approach you and ask whom to put at the head of this city (you can choose yourself (make the limit to 3) or put your companion in charge of this city and he will automatically become the boss in this city, and you will become a ringleader (boss of all bosses, can assign bosses to other cities).
You can combine 2 bandit options, you can go for 1 option.
You also need to make 2 branches of upgraded bandits up to Tier 5 with normal armor and with hidden armor.
When you reach a certain level of criminal rating, other bandits will stop attacking you.
Mercenary
We, like other mercenaries, can sign a contract and make money. This is a transitional stage in life, after which we can become a lord, a bandit or a merchant, or skip and immediately become who you want, it all depends on you. First, we will enter into contracts with a low cash payment and over time, the more we become known (the higher the level of the clan), the more we are paid.
Merchant
We have 4 options for economic activity:​
1)speculate in goods2)do business3)engage in logistics activities4)gossip trader
Without changes. We can also buy at a lower price and sell at a higher price, i.e. player = caravan.We will buy land and workshops. Produce the necessary resources on your land and send them for processing to your workshops. We will sell finished products. Putting pressure on the business of your competitors in a certain industry in order to control the price of a certain product.We buy an office and create a logistics empire. From now on, we will create caravans in the office, and not at the merchants. You also have to pay money to create a caravan.
In the office we will be able to choose in which kingdoms our caravan will be able to trade, manage a party of caravans (choose which soldiers will guard the caravan). You can also order your caravans to pick up products or resources from your workshops or warehouses (if, of course, you have established production).
Create an alliance with merchants and artisans in cities and villages, thereby creating a cartel to control the price of a certain product. We can also create an alliance for the supply of certain goods to our warehouse or workshop with a fixed price for a certain time. For example: the merchant will supply us Silk for 70, in the amount of 3 pieces per day for a period of 20 days.
We can also spread false rumors using tavern keeper, thereby we will increase or decrease the price of a certain item in our favor.
Freelance
The player may take not part in the political situation in Calradia and be an ordinary little trader or blacksmith, etc. Buy a house in the city, start a family and live a calm, quiet life.​
Mixed
You can combine several life paths. For example: you can be a mercenary, at the same time do business and at the same time engage in road banditry, along the way creating your own hideouts, or you can be a lord in one kingdom and be an city bandit in another kingdom. Complete freedom, the player is free to do whatever he wants.​
Special character traits and renown
47)Add a function to make the characters increase in renown separately from the clan renown(will be called the renown of the character). Always, when the clan's renown is given, then renown will be given to a specific character(this will be a purely cosmetic function, it is needed only in some moments)(there will be 2 renown: clan renown and character renown)(at the moment this is a big stupidity when the clan founder who founded a new kingdom and conquered all of Calradia is as famous as his grandson who did nothing). If you have a child, he gets 10% of the character's renown from the clan's renown at birth.
The character's renown will be shown in the encyclopedia and when you hover over the icon:
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48.)Add special character traits to the game. We gain special traits after completing certain tasks in our life path and upon reaching the required amount of character renown. There will be 5 special traits in total(you can do more if you like):
NameGreat LordLegendary BanditLegendary MercenaryGreat MerchantLegendary Warrior
What is necessary2200 character renown1200 character renown, earn 100,000 dinars in illegal ways1800 character renown, length of service must be 5 years1400 character renown, earn 250,000 through economic activities800 character renown, any combat skill must be 250 (1 of 6)
Bonus
+25 morale at the start of the battle, + 50 influence every day, increases the damage of soldiers by + 20% during the simulation of the battle, increases the damage of soldiers during a normal battle by + 10%, reduces the cost for hiring soldiers by -50% (etc., which is suitable for the lord)
+ 50% loot from all battles and robberies, the speed of robbing villages is reduced by 50%, the chance to sneak into the city is increased by 40% (etc., which is suitable for a bandit)-50% less money to pay to soldiers, + 50% you find dinars after the battle, payment of contracts increases by + 100% (etc., which is suitable for a mercenary)increases the production speed of land / workshop by + 20%, increases the speed of caravans on the global map by + 25%, reduces the trade penalty to 6 (etc., which is suitable for a merchant)damage from any weapon is increased by + 30% (character only)
Note:The bonuses should be strong, because the special trait will be difficult to obtain.
Special traits will be shown in the encyclopedia next to the usual traits:
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49)Add moral values to the encyclopedia, there can be 5 temper in total:
1)loyalty to friends and relatives
2)fidelity to the word
3)courage and willingness to sacrifice yourself
4)compassion for those in need
5)long-term benefit
P.S.:Moral values are the AI settings (character) of how the bot behaves in the game. I took this from the developer blog, if you changed the moral values to something else, then just replace it with something else.
Note:From the very beginning, they are secretive, in order to find out what kind of disposition a certain character has, you need to make inquiries about him. This is necessary so that the player can know the character of the lord and predict his actions.
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