epil
Recruit
I think this suggestion includes most important features to make this game fun. Right now, in order to avoid snowballing, developers had to make campaign map stagnant. Huge battles don't matter since recovery rate and speed is very high and factions don't exchange fiefs frequently, even if they conquer foreign land, it's getting recaptured. So even in 20 in-game years campaign map mostly stays the same. Devs did it deliberately in order to avoid snowballing but this decision also kills soul and fun of the game.
So I will suggest a system of features which will make campaign map dynamic like Crusader Kings and Europa Universalis campaigns and solve this situation:
1)Big battles must matter and must have important consequences for existing Kingdoms: To achieve this, recovery rate and inflated armies must be reduced. Clans usually have money to recruit soldiers from fiefs whenever it's available. And the problem is: Fiefs have very fast recruitment renewal rate. This must be limited, recruitments must be rarer. This situation obviously will cause snowballing. When one faction wins 2-3 big battles against rival faction, rival faction will lose means to stop invading armies. And that's the point. Now there will be inevitably snowballing but battles will feel important to the player. This situation will be balanced with next suggestions I'm going to make:
2)Organized rebellions: Rebellions in current game are very weak and mostly doomed to fail. It can be even considered 'rebellion' is a pointless feature right now. This suggestion will both make rebellions stronger and help prevent snowballing. Rebellions must be organized and bigger. For example if Sturgia conquers 4 towns from Battania, these town's with common foreign culture must not rebel on their own, a huge rebellion which will organize under the same rebel faction in those 4 towns will rise in the same time. Success of rebellion will be depended on how weak Sturgia is at the time of rebellion and how many towns risen up against Sturgia. If Strugia is overextended too much, more foreign towns will rebel against them and chance of successful rebellion will increase.
This will create NEW FACTIONS out of these rebellions. So instead of 8 stagnant factions trough entire campaign, world map will keep changing and new factions will be introduced frequently to the game. Maybe in 50 in-game years, there will be 16 factions, maybe old factions won't survive and new factions will rule the old kingdoms etc. This will make campaign dynamic and fun to the players.
3)External invasions: External factions which lives outside of Calradia can be introduced to the lore. For example you keep hearing from peasants in taverns and nobles that "Dark Knights", "Nords" or "Khergits" are living outside of Calradia and they're preparing to invade Calradia. These rumors will come true in specially determined dates. For example 'Dark Knights' faction invades the Calradia from southern sea in 25th year of the game. Khergits invade in 40th year of the game from East, Nords invade in 50th year in North seas etc.
This would make late game incredibly interesting. Suddenly, world is against mysterious enemies which you don't know anything about. So even if player manages to conquer most of the map and game starts to feel repetitive and boring, player's rule will be challenged by foreign enemies.
4)"Legitimacy" system: So my suggestions propose unbalanced world which strong rebellions happen and new factions getting introduced frequently. But this could arise the question how player is going to conquer Calradia or avoid big rebellions when player conquered massive land with foreign cultures. To counter this issues, i'm introducing "Legitimacy" parameter. Similar system existed in Warband but function of this feature will be different in Bannerlord. Every ruler will have "Legitimacy" parameter. Some actions will increase or decrease legitimacy, but it must be hard to get legitimacy in order to keep dynamic flow of the world. For example a successful ruling clan will be able to get enough legitimacy in 60-70 game years to control all Calradia without massive rebellions.
In conclusion, if those suggestions gets adopted by developers, campaign world will feel dynamic and fun, most importantly battles (which are the most important aspect of the game) will change history of the Kingdoms. Big battles will cause setbacks for kingdoms and overextension will be punished by big rebellions if ruling clan's legitimacy is not high enough. So world map will be more dynamic, new factions will born out of rebellions and late game will be interesting cuz both invasions and new factions will add content to it. Longer game goes, higher legitimacy will clans get so players will be able to conquer Calradia when they invest enough time in it.
I think this is the way which this game must head into. Current measures against snowballing kills the fun of the game. Because battles feels very unimportant. Wars are exhausting, it doesn't matter how much enemy army you've defeated, new one spawns almost instantly. Factions almost don't exchange land because of that, so 'wars' in general feels pointless.
So I will suggest a system of features which will make campaign map dynamic like Crusader Kings and Europa Universalis campaigns and solve this situation:
1)Big battles must matter and must have important consequences for existing Kingdoms: To achieve this, recovery rate and inflated armies must be reduced. Clans usually have money to recruit soldiers from fiefs whenever it's available. And the problem is: Fiefs have very fast recruitment renewal rate. This must be limited, recruitments must be rarer. This situation obviously will cause snowballing. When one faction wins 2-3 big battles against rival faction, rival faction will lose means to stop invading armies. And that's the point. Now there will be inevitably snowballing but battles will feel important to the player. This situation will be balanced with next suggestions I'm going to make:
2)Organized rebellions: Rebellions in current game are very weak and mostly doomed to fail. It can be even considered 'rebellion' is a pointless feature right now. This suggestion will both make rebellions stronger and help prevent snowballing. Rebellions must be organized and bigger. For example if Sturgia conquers 4 towns from Battania, these town's with common foreign culture must not rebel on their own, a huge rebellion which will organize under the same rebel faction in those 4 towns will rise in the same time. Success of rebellion will be depended on how weak Sturgia is at the time of rebellion and how many towns risen up against Sturgia. If Strugia is overextended too much, more foreign towns will rebel against them and chance of successful rebellion will increase.
This will create NEW FACTIONS out of these rebellions. So instead of 8 stagnant factions trough entire campaign, world map will keep changing and new factions will be introduced frequently to the game. Maybe in 50 in-game years, there will be 16 factions, maybe old factions won't survive and new factions will rule the old kingdoms etc. This will make campaign dynamic and fun to the players.
3)External invasions: External factions which lives outside of Calradia can be introduced to the lore. For example you keep hearing from peasants in taverns and nobles that "Dark Knights", "Nords" or "Khergits" are living outside of Calradia and they're preparing to invade Calradia. These rumors will come true in specially determined dates. For example 'Dark Knights' faction invades the Calradia from southern sea in 25th year of the game. Khergits invade in 40th year of the game from East, Nords invade in 50th year in North seas etc.
This would make late game incredibly interesting. Suddenly, world is against mysterious enemies which you don't know anything about. So even if player manages to conquer most of the map and game starts to feel repetitive and boring, player's rule will be challenged by foreign enemies.
4)"Legitimacy" system: So my suggestions propose unbalanced world which strong rebellions happen and new factions getting introduced frequently. But this could arise the question how player is going to conquer Calradia or avoid big rebellions when player conquered massive land with foreign cultures. To counter this issues, i'm introducing "Legitimacy" parameter. Similar system existed in Warband but function of this feature will be different in Bannerlord. Every ruler will have "Legitimacy" parameter. Some actions will increase or decrease legitimacy, but it must be hard to get legitimacy in order to keep dynamic flow of the world. For example a successful ruling clan will be able to get enough legitimacy in 60-70 game years to control all Calradia without massive rebellions.
In conclusion, if those suggestions gets adopted by developers, campaign world will feel dynamic and fun, most importantly battles (which are the most important aspect of the game) will change history of the Kingdoms. Big battles will cause setbacks for kingdoms and overextension will be punished by big rebellions if ruling clan's legitimacy is not high enough. So world map will be more dynamic, new factions will born out of rebellions and late game will be interesting cuz both invasions and new factions will add content to it. Longer game goes, higher legitimacy will clans get so players will be able to conquer Calradia when they invest enough time in it.
I think this is the way which this game must head into. Current measures against snowballing kills the fun of the game. Because battles feels very unimportant. Wars are exhausting, it doesn't matter how much enemy army you've defeated, new one spawns almost instantly. Factions almost don't exchange land because of that, so 'wars' in general feels pointless.
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