pierne93
Recruit

I got the idea to bring some topics that I found on the forum that moderators of legions will maybe like to improve Legions and increase the popularity of this mod that will bring it at the top of the most played
The ideas
Make Towns and cities siege multi-staged { posted by Nahkuri }
I realize this is probably too late to actually have an effect in the game development, but I'm gonna write it down anyway to kill some time and to see what other people think about it.
When I first heard that town sieges had been introduced to the game, I started squirming in excitement and plotting a bank robbery that would get me some money for a decent enough computer to run any M&B version that came after .751. But when I took over a town for the first time, I couldn't help being a little disappointed. The castle sieges are alright as they are as far as I'm concerned, but why do we use just 1/4 of all those beatiful town scenes in the actual gameplay(I don't consider running around them actual gameplay if you can access everything via menus as well) ?
So here's what we have.
-run up the ramp and kill stuff on the walls(and prey that your men will do that as well and not just watch the situation on top of the ramp, placing wagers on how many bad guys it takes to bring the boss down.)
-kill enemy reinforcements spawning below the walls.
-kill enemy reinforcements spawning below the walls.
-kill enemy reinforcements spawning below the walls.
-kill enemy reinforcements spawning below the walls.
-kill enemy blah blah blah.
-win the battle, ask for the town to be given to you.
A rough, unpolished idea of how the Town sieges should be done.
-run up the ramp and kill stuff on the walls(preferably without having to prey that your men will do that as well.)
-Kill two or three waves of enemy reinforcements consisting mostly of the higher tier troops that the town has.
-win the battle, have a screen pop up that would tell you something like: "You have captured the walls and enemy has retreated further into town. Now it's time to take the battle to the streets! Do you wish to 1. charge the enemy 2. wait for some time(maybe this option shouldn't exist/ would have a high chance of the enemy making a counter attack) 3. leave"
-Fight on the streets and push on forward towards the castle, killing large waves of reinforcements that spawn closer and closer to the castle as you progress and that consist of random mix of troops the enemy has and maybe even townspeople, depending on how much the people love their lord/how much they hate you.
-win the battle, have a screen pop up that would tell you something like: "You have taken over the streets and the enemy lord has locked himself up in the castle with the remains of the defenders. Do you wish to 1. attack the castle. 2. wait for some time 3. leave
-Fight in the castle. This wouldn't be a big fight and the troops would be just whatever survived the wall and the streets + the lord and a few high tier troops acting as his guard. Maybe a new scene should be added to make things bit more interesting than fighting in a small room?
-Win the battle. Ask for the town to be given to you.
What do you think? Feel free to add to the idea as well, because it's just something that popped in my mind while I was playing and I wrote it as such.
Discuss.
posted by Nahkuri
That suggestion will make Legion mod the most played modle for Mount&Blade
A picture to show you :
Overhaul of village {posted by ingolifs}
Ideas for a more dynamic system of towns and villages
Ok. Playing this recent version has given me many more ideas for game dynamics, especially when it comes to the villages and castles.
It seems obvious to me that a lot of the current in-game stuff is unfinished placeholder, and that eventually you can expect much more from the game in terms of managing villages and whatnot.
But anyway, here are my ideas for expanding and tying together the roles of villages and castles etc in-game.
What is a village?
A village is a small settlement, containing a hundred or so inhabitants. These people are farmers and tradesmen. They work for a living, doing various things from growing food to making clothes.
Ok, let's think of the variables that can influence a village's status and goals.
Population
Village population will determine many things about the village itself and its capabilities, ranging from how much money it produces to how many troops it can produce on demand.
The rate of population growth is dependant on the size of the population itself, and limitations to do with supply. This can be modelled (warning, math alert) by the differential equation dP/dt = -kP2+cP where cP is the growth rate, and -kP2 is thelimit on growth casued by a limit of supplies. (for those of you who don't speak math, basically this means population increases exponentially as long as the population is small, but bupulation increase curtails at larger populations. This allows villages to recover rapidly, but prevents them from becoming overcrowded)
Population is affected by other things, such as prosperity of the town (which affects the birth rate), and supplies (which reduces the limiting population factor). Of course, population is also affected by immigration (refugees coming to the village) and death from battle.
In turn, population plays a crucial role in other aspects of village dynamics.
Workforce
It is assumed that the entire population is capable of work.
Villagers spend their time and resources working on a variety of things. Here's a basic rundown.
-Growing food and raising livestock
-Building/repairing or improving housing
-Building fortifications
-making fabric or other products (such as fur or wine or oil) to sell at the nearest city
-making weapons
-Training for battle (increases the proportion of inhabitants who are milita class or higher)
The villagers do not do these in equal amounts. Most of the time, they'll be growing food or making other items to sell.
The things they do are not fixed, either. They'll change focus if told to by the fief's lord, or by necessity from recent events.
For instance, if a lot of trade goes through the area, the village will concentrate on making tradeable items accordingly. (the actual type of item produced mught be at random, or could be dependant on local conditions.)
Another example, if the village had recently been ransacked and looted, the villagers will put more effort into making fortifications, making weapons and training themselves to be decent fighters. That way if they get attacked again, they'll put up more of a fight. This way, villages near to the borders who are prone to getting raided, they will eventually become mini fortresses as long as they have the time and resources to recover after each looting.
Commodities
Every now and then (say once every 3 days), a small villager caravan will be sent to the nearest town to sell their food and other wares. The quantity and quality of these items (and therefore the revenue they bring for the village) is dependant on the village's size, the number of people working on these commodities, and the quality of the actual facilities at the village for making these commodities. (Flour ground at a better mill will fetch a higher price than flour ground at a crap mill)
Prosperity
Like morale, but for villages. Prosperity is mostly dependant on revenue, and other issues, such as having a lack of food, or having beaten off an enemy attack. Prosperity increases population growth, and also increases production power of commodities or whatever else the villagers work on. It also attracts foreign villagers to the town. (the effect of these foreign villagers is to decrease prosperity, so things even out eventually)
Food and housing
A village, like a party, will need food to function. With a lack of food, the village will starve and productivity plummets. This is rare, however, because a typical village will produce far in excess of what it consumes. This excess goes towards trade with the cities. A village also needs houses for people to live in. If the housing cannot support the population, prosperity and productivity goes downhill.
Battle
At any one time, roughly a third of the population is fit for service in an army (going on marches and fighting in general), while in an emergency, another third of the population can be called up to fight, if it is to defend the village. Obviously, the number of battle-ready villagers is proportional to the total population.
The number of villagers able to fight is also proportional to the cumulative effort the villagers have put into training themselves for battle. The longer and harder they've been preparing, the more battle-ready villagers there will be. This effort put into training for battle also influences the porportion of battle ready villagers are militia, rather than standard peasants. For a village that puts no effort into training, none of them will be militia. For a village that puts substantial effort into training, a good half of them could be militia.
Being raided
After a successful raid against the village, the surviving population scatters, and is represented by parties of refugees on the world map. The refugees will all basically flee in different directions and move to the nearest city or village.
The amount of money and goods found in the village after looting is proportional to the total wealth of the village and the amount of manpower it currently devotes to making goods respectively.
Recovering
Villages recover slowly, as they currently do. The population must work its way back up from the small number it had immediately after the attack. During this recovery period, their main focus will be on rebuilding the village, and a minimal standard in housing needs to be met before they can move on to other tasks.
Owning a village
Not that i've outlined the basics of how villages function autonomously, i'd like to address how the player, as lord of a fief or just a passer-by, can influence and affect things.
Trading with villages
The amount of goods that you can trade with a village will depend on the village's prosperity and amount of goods, and their relationship with you. If your relationship with them is poor, they'll offer you little, if anything at all.
You should be able to recruit troops from any village. Again, the number of troops should be dependant on several factors, such as:
-The total population
-The proportion of the population fit for service
-Your relationship with the town and the faction in general. (Anything negative, and you won't get anyone volunteering)
-Your renown (villagers will be looking for some adventure, they'll want to know who you are and what you do)
-Your recent battle success (villagers won't want to join if they think you're likely to be steamrolled by a bunch of river pirates)
Managing your village
As elaborated earlier, your village will have various wants and needs. As the lord of your fief, it's up to you to look after it. The most obvious way of doing so is to protect it, but there are other ways.
Upgrading your village is one way. I propose that instead of having set upgrade 'tiers' ("you have upgraded your mill to level 3"), the system could be more continuous and flexible. Basically, you can improve different areas by donating money or items accordingly.
Here are some examples.
-By donating stone and wood, you help the village in building houses
-By donating wood and iron, you help the village produce weapons
-By donating raw fabrics, such as linen or wool, you help the village produce clothes
-By donating food, the village is relieved of the pressure to grow food, and can concentrate on other matters.
-By donating money, the village is relieved of the pressure to create goods for trade, and can concentrate on other matters.
Telling your village what to do
As lord of the village, you get to see where the villagers are concentrating their efforts. You also get to order them to put their effort elsewhere. If you're in need of an army, you'll tell them to focus on making weapons and training themselves for the next few days. If you have an economic strategy worked out, and you're planning to corner the market, you can order them to concentrate on producing goods.
One has to be careful not to ruin his village, however. Getting the village to concentrate on something trivial like fortifications when they are starving, is a good way to mess up the village's productivity, prosperity and population. On the other hand, focusing on growing food and making goods and not on defense exposes your village to attack.
Whether or not they actually follow these orders, and to what degree, is dependant on their relations with you.
Defense and conscription
If you feel your village is lacking in defense capabilities, you can always station troops there. Stationing troops in a village also has the advantage of aiding villagers in battle-training.
But there are downsides. Villages are not like cities or castles, with lots of free living space. Having soldiers in a village can impact on it dramatically, as they use up food and housing space, but do not contribute to the vilalge's work effort. They also have the tendancy to get into all the local women, and just generally get on everybody's nerves and pull prosperity down.
If you are desperate for an army, and you don't care how disorganised it is, you have the option to levy up to two thirds of the village, and take them with you on a campaign.
There are serious consequences to doing this, though. Removing two thirds of a village effectively cripples it. The village won't be able to defend itself because all the battle-capable villagers are gone, and the village revenue is seriously reduced. The village takes a hard hit, prosperity-wise. If the conscripted villagers are not returned after service, or are all killed, the village may be permanently affected.
The other downside is the unwilling villagers will pull your own party morale down. And unless you're a wizard at managing your party, they're gonna get more and more depressed the longer they remain away from home.
Maintaining relations with villages
As stated earlier, many dealings with villages are affected by your standing with them. It makes sense to keep them in your good books (or at least the ones that you don't pillage all the time.)
for villages that you do not own:
You can increase relations by coming to their aid in a battle, donating money or goods to them, trading with them, sending caravans their way, escorting their villagers to the nearest city and doing quests for them.
You decrease relations by threatening them, by attacking them, or if they are positively related to you, by refusing to aid them during a raid (being nearby but not coming to their aid during an attack).
For villages that you do own:
Your relations are dependant more directly on the prosperity of the village. If you screw things up for them, they'll hate you for it. It's not exactly fair (prosperity can be lost for reasons that are in no way your fault), but you can't really expect a peasant to have a fully logical understanding of cause and effect. Besides, it keeps you on your toes.
Some sort of summary
I believe that a lot more depth and complexity can be added to this facet of the game, while still maintaining the fun factor. These ideas are designed to add a higher level challenge to the game, at a point where your armies steamroll everything anyway. My belief is that larger amounts of power in the game should be counterbalanced by larger amounts of responsibility. You still have the ability to roam the land with a band of loyal knights, but if you want to own stuff and command large armies, you should be expected to work for it.
Visitable Battlefields {posted by ingolifs}
I've always wanted to do this. You are out on the worldmap on your sunday stroll, and you come across a battlefield. One of those big X things on the map (at the moment you need tracking to see it, but perhaps that could be changed)
You click on it, and your party travels to it. Upon arriving, you are given the option of investigating it. When you investigate it, you learn details of what happened in the fight (how many were killed, say), and you also have a chance at finding loot and finding wounded soldiers.
The loot you find is rare and of low quality (because all the good stuff is already taken), and the chance of finding a wounded troop you can take with you is also small.
Investigating a battlefield takes time, making you vulnerable on the world map. So when you come across a battlefield, you have to make up your mind whether or not to look for loot. On one hand you can make some extra money and bolster your forces with wounded troops that eventually heal. On the other hand you could be surprise attacked by an enemy. (which means a tactics disadvantage)
Furthermore, the chances and quality of the stuff you find is inversely proportional to the time the battlefield has been present on the world map. The idea is that as time passes, more and more people nick the loot, and more and more wounded die.
All of this would probably be menu and text driven. But it would be really cool if going to an actual generated battlefield (generated to look authentic with all the dead bodies scatered in the clusters you'd expect, and arrows sticking out of some of them here and there), and you see your men looking around searching through the wreckage.
When you defeat an enemy yourself, there's the initial loot screen, from the loot that is quite easy to find, and remove, and then you can choose to spend some time (4-5 hours maybe) searching through the battlefield to find the rest of the loot.
Finally, other parties can search battlefields too, if they're confident enough, and they're of the right type (e.g. war parties, and not caravans)
Once a battlefield is searched, it cannot be searched again. You can attack enemy parties looting a battlefield for a tactics bonus. If you approach a friendly party looting a battlefield, they'll politely tell you to piss off.
The ideas
Make Towns and cities siege multi-staged { posted by Nahkuri }
I realize this is probably too late to actually have an effect in the game development, but I'm gonna write it down anyway to kill some time and to see what other people think about it.
When I first heard that town sieges had been introduced to the game, I started squirming in excitement and plotting a bank robbery that would get me some money for a decent enough computer to run any M&B version that came after .751. But when I took over a town for the first time, I couldn't help being a little disappointed. The castle sieges are alright as they are as far as I'm concerned, but why do we use just 1/4 of all those beatiful town scenes in the actual gameplay(I don't consider running around them actual gameplay if you can access everything via menus as well) ?
So here's what we have.
-run up the ramp and kill stuff on the walls(and prey that your men will do that as well and not just watch the situation on top of the ramp, placing wagers on how many bad guys it takes to bring the boss down.)
-kill enemy reinforcements spawning below the walls.
-kill enemy reinforcements spawning below the walls.
-kill enemy reinforcements spawning below the walls.
-kill enemy reinforcements spawning below the walls.
-kill enemy blah blah blah.
-win the battle, ask for the town to be given to you.
A rough, unpolished idea of how the Town sieges should be done.
-run up the ramp and kill stuff on the walls(preferably without having to prey that your men will do that as well.)
-Kill two or three waves of enemy reinforcements consisting mostly of the higher tier troops that the town has.
-win the battle, have a screen pop up that would tell you something like: "You have captured the walls and enemy has retreated further into town. Now it's time to take the battle to the streets! Do you wish to 1. charge the enemy 2. wait for some time(maybe this option shouldn't exist/ would have a high chance of the enemy making a counter attack) 3. leave"
-Fight on the streets and push on forward towards the castle, killing large waves of reinforcements that spawn closer and closer to the castle as you progress and that consist of random mix of troops the enemy has and maybe even townspeople, depending on how much the people love their lord/how much they hate you.
-win the battle, have a screen pop up that would tell you something like: "You have taken over the streets and the enemy lord has locked himself up in the castle with the remains of the defenders. Do you wish to 1. attack the castle. 2. wait for some time 3. leave
-Fight in the castle. This wouldn't be a big fight and the troops would be just whatever survived the wall and the streets + the lord and a few high tier troops acting as his guard. Maybe a new scene should be added to make things bit more interesting than fighting in a small room?
-Win the battle. Ask for the town to be given to you.
What do you think? Feel free to add to the idea as well, because it's just something that popped in my mind while I was playing and I wrote it as such.
Discuss.
posted by Nahkuri
That suggestion will make Legion mod the most played modle for Mount&Blade
A picture to show you :
Overhaul of village {posted by ingolifs}
Ideas for a more dynamic system of towns and villages
Ok. Playing this recent version has given me many more ideas for game dynamics, especially when it comes to the villages and castles.
It seems obvious to me that a lot of the current in-game stuff is unfinished placeholder, and that eventually you can expect much more from the game in terms of managing villages and whatnot.
But anyway, here are my ideas for expanding and tying together the roles of villages and castles etc in-game.
What is a village?
A village is a small settlement, containing a hundred or so inhabitants. These people are farmers and tradesmen. They work for a living, doing various things from growing food to making clothes.
Ok, let's think of the variables that can influence a village's status and goals.
Population
Village population will determine many things about the village itself and its capabilities, ranging from how much money it produces to how many troops it can produce on demand.
The rate of population growth is dependant on the size of the population itself, and limitations to do with supply. This can be modelled (warning, math alert) by the differential equation dP/dt = -kP2+cP where cP is the growth rate, and -kP2 is thelimit on growth casued by a limit of supplies. (for those of you who don't speak math, basically this means population increases exponentially as long as the population is small, but bupulation increase curtails at larger populations. This allows villages to recover rapidly, but prevents them from becoming overcrowded)
Population is affected by other things, such as prosperity of the town (which affects the birth rate), and supplies (which reduces the limiting population factor). Of course, population is also affected by immigration (refugees coming to the village) and death from battle.
In turn, population plays a crucial role in other aspects of village dynamics.
Workforce
It is assumed that the entire population is capable of work.
Villagers spend their time and resources working on a variety of things. Here's a basic rundown.
-Growing food and raising livestock
-Building/repairing or improving housing
-Building fortifications
-making fabric or other products (such as fur or wine or oil) to sell at the nearest city
-making weapons
-Training for battle (increases the proportion of inhabitants who are milita class or higher)
The villagers do not do these in equal amounts. Most of the time, they'll be growing food or making other items to sell.
The things they do are not fixed, either. They'll change focus if told to by the fief's lord, or by necessity from recent events.
For instance, if a lot of trade goes through the area, the village will concentrate on making tradeable items accordingly. (the actual type of item produced mught be at random, or could be dependant on local conditions.)
Another example, if the village had recently been ransacked and looted, the villagers will put more effort into making fortifications, making weapons and training themselves to be decent fighters. That way if they get attacked again, they'll put up more of a fight. This way, villages near to the borders who are prone to getting raided, they will eventually become mini fortresses as long as they have the time and resources to recover after each looting.
Commodities
Every now and then (say once every 3 days), a small villager caravan will be sent to the nearest town to sell their food and other wares. The quantity and quality of these items (and therefore the revenue they bring for the village) is dependant on the village's size, the number of people working on these commodities, and the quality of the actual facilities at the village for making these commodities. (Flour ground at a better mill will fetch a higher price than flour ground at a crap mill)
Prosperity
Like morale, but for villages. Prosperity is mostly dependant on revenue, and other issues, such as having a lack of food, or having beaten off an enemy attack. Prosperity increases population growth, and also increases production power of commodities or whatever else the villagers work on. It also attracts foreign villagers to the town. (the effect of these foreign villagers is to decrease prosperity, so things even out eventually)
Food and housing
A village, like a party, will need food to function. With a lack of food, the village will starve and productivity plummets. This is rare, however, because a typical village will produce far in excess of what it consumes. This excess goes towards trade with the cities. A village also needs houses for people to live in. If the housing cannot support the population, prosperity and productivity goes downhill.
Battle
At any one time, roughly a third of the population is fit for service in an army (going on marches and fighting in general), while in an emergency, another third of the population can be called up to fight, if it is to defend the village. Obviously, the number of battle-ready villagers is proportional to the total population.
The number of villagers able to fight is also proportional to the cumulative effort the villagers have put into training themselves for battle. The longer and harder they've been preparing, the more battle-ready villagers there will be. This effort put into training for battle also influences the porportion of battle ready villagers are militia, rather than standard peasants. For a village that puts no effort into training, none of them will be militia. For a village that puts substantial effort into training, a good half of them could be militia.
Being raided
After a successful raid against the village, the surviving population scatters, and is represented by parties of refugees on the world map. The refugees will all basically flee in different directions and move to the nearest city or village.
The amount of money and goods found in the village after looting is proportional to the total wealth of the village and the amount of manpower it currently devotes to making goods respectively.
Recovering
Villages recover slowly, as they currently do. The population must work its way back up from the small number it had immediately after the attack. During this recovery period, their main focus will be on rebuilding the village, and a minimal standard in housing needs to be met before they can move on to other tasks.
Owning a village
Not that i've outlined the basics of how villages function autonomously, i'd like to address how the player, as lord of a fief or just a passer-by, can influence and affect things.
Trading with villages
The amount of goods that you can trade with a village will depend on the village's prosperity and amount of goods, and their relationship with you. If your relationship with them is poor, they'll offer you little, if anything at all.
You should be able to recruit troops from any village. Again, the number of troops should be dependant on several factors, such as:
-The total population
-The proportion of the population fit for service
-Your relationship with the town and the faction in general. (Anything negative, and you won't get anyone volunteering)
-Your renown (villagers will be looking for some adventure, they'll want to know who you are and what you do)
-Your recent battle success (villagers won't want to join if they think you're likely to be steamrolled by a bunch of river pirates)
Managing your village
As elaborated earlier, your village will have various wants and needs. As the lord of your fief, it's up to you to look after it. The most obvious way of doing so is to protect it, but there are other ways.
Upgrading your village is one way. I propose that instead of having set upgrade 'tiers' ("you have upgraded your mill to level 3"), the system could be more continuous and flexible. Basically, you can improve different areas by donating money or items accordingly.
Here are some examples.
-By donating stone and wood, you help the village in building houses
-By donating wood and iron, you help the village produce weapons
-By donating raw fabrics, such as linen or wool, you help the village produce clothes
-By donating food, the village is relieved of the pressure to grow food, and can concentrate on other matters.
-By donating money, the village is relieved of the pressure to create goods for trade, and can concentrate on other matters.
Telling your village what to do
As lord of the village, you get to see where the villagers are concentrating their efforts. You also get to order them to put their effort elsewhere. If you're in need of an army, you'll tell them to focus on making weapons and training themselves for the next few days. If you have an economic strategy worked out, and you're planning to corner the market, you can order them to concentrate on producing goods.
One has to be careful not to ruin his village, however. Getting the village to concentrate on something trivial like fortifications when they are starving, is a good way to mess up the village's productivity, prosperity and population. On the other hand, focusing on growing food and making goods and not on defense exposes your village to attack.
Whether or not they actually follow these orders, and to what degree, is dependant on their relations with you.
Defense and conscription
If you feel your village is lacking in defense capabilities, you can always station troops there. Stationing troops in a village also has the advantage of aiding villagers in battle-training.
But there are downsides. Villages are not like cities or castles, with lots of free living space. Having soldiers in a village can impact on it dramatically, as they use up food and housing space, but do not contribute to the vilalge's work effort. They also have the tendancy to get into all the local women, and just generally get on everybody's nerves and pull prosperity down.
If you are desperate for an army, and you don't care how disorganised it is, you have the option to levy up to two thirds of the village, and take them with you on a campaign.
There are serious consequences to doing this, though. Removing two thirds of a village effectively cripples it. The village won't be able to defend itself because all the battle-capable villagers are gone, and the village revenue is seriously reduced. The village takes a hard hit, prosperity-wise. If the conscripted villagers are not returned after service, or are all killed, the village may be permanently affected.
The other downside is the unwilling villagers will pull your own party morale down. And unless you're a wizard at managing your party, they're gonna get more and more depressed the longer they remain away from home.
Maintaining relations with villages
As stated earlier, many dealings with villages are affected by your standing with them. It makes sense to keep them in your good books (or at least the ones that you don't pillage all the time.)
for villages that you do not own:
You can increase relations by coming to their aid in a battle, donating money or goods to them, trading with them, sending caravans their way, escorting their villagers to the nearest city and doing quests for them.
You decrease relations by threatening them, by attacking them, or if they are positively related to you, by refusing to aid them during a raid (being nearby but not coming to their aid during an attack).
For villages that you do own:
Your relations are dependant more directly on the prosperity of the village. If you screw things up for them, they'll hate you for it. It's not exactly fair (prosperity can be lost for reasons that are in no way your fault), but you can't really expect a peasant to have a fully logical understanding of cause and effect. Besides, it keeps you on your toes.
Some sort of summary
I believe that a lot more depth and complexity can be added to this facet of the game, while still maintaining the fun factor. These ideas are designed to add a higher level challenge to the game, at a point where your armies steamroll everything anyway. My belief is that larger amounts of power in the game should be counterbalanced by larger amounts of responsibility. You still have the ability to roam the land with a band of loyal knights, but if you want to own stuff and command large armies, you should be expected to work for it.
Visitable Battlefields {posted by ingolifs}
I've always wanted to do this. You are out on the worldmap on your sunday stroll, and you come across a battlefield. One of those big X things on the map (at the moment you need tracking to see it, but perhaps that could be changed)
You click on it, and your party travels to it. Upon arriving, you are given the option of investigating it. When you investigate it, you learn details of what happened in the fight (how many were killed, say), and you also have a chance at finding loot and finding wounded soldiers.
The loot you find is rare and of low quality (because all the good stuff is already taken), and the chance of finding a wounded troop you can take with you is also small.
Investigating a battlefield takes time, making you vulnerable on the world map. So when you come across a battlefield, you have to make up your mind whether or not to look for loot. On one hand you can make some extra money and bolster your forces with wounded troops that eventually heal. On the other hand you could be surprise attacked by an enemy. (which means a tactics disadvantage)
Furthermore, the chances and quality of the stuff you find is inversely proportional to the time the battlefield has been present on the world map. The idea is that as time passes, more and more people nick the loot, and more and more wounded die.
All of this would probably be menu and text driven. But it would be really cool if going to an actual generated battlefield (generated to look authentic with all the dead bodies scatered in the clusters you'd expect, and arrows sticking out of some of them here and there), and you see your men looking around searching through the wreckage.
When you defeat an enemy yourself, there's the initial loot screen, from the loot that is quite easy to find, and remove, and then you can choose to spend some time (4-5 hours maybe) searching through the battlefield to find the rest of the loot.
Finally, other parties can search battlefields too, if they're confident enough, and they're of the right type (e.g. war parties, and not caravans)
Once a battlefield is searched, it cannot be searched again. You can attack enemy parties looting a battlefield for a tactics bonus. If you approach a friendly party looting a battlefield, they'll politely tell you to piss off.





