+1All minor factions should have a maximum of 7 units (half a major faction).
Mercenary minor factions should:
- Sell units from their roster permanently. (More expensive)
- Sell units from their roster in a temporary contract. (Less expensive)
- Being hired just to attack a specific target in a temporary contract. (Less expensive than entering in a total war)
- Reset the relationship with the factions after the end of the war or the end of temporary contract.
- Have a main territory; village or castle. (Where your troops can train, for a price)
- To be able to choose one, and only one, to join and create your own kingdom with their units.
Bandit minor factions should:
- Be able to negotiate a truce when the leader is captured.
- Be more aggressive and capable of attacking villages, castles and cities.
- Have a main territory; hideout. (Which is rebuilt if you attack and have not eliminated the lords).
- To be able to choose one, and only one, to join and create your own kingdom with their units. (Like a rebel army)**
**And that's how I improved the Wolfskins, because I see them more as a rebellious faction of Battania, who preserve the old ways and characterize themselves as "ancient celts". A much better background:
I like it, I'll buy it. To put a nitpicky downside.
- Have a
main territory; village or castle.refuge (Where your troops can train, for a price)
In my eyes it would be better to have a VC-like refuge creation mechanic, so that this type of settlement would be portable (a 2.0 version for Bannerlord of what we have in VC) and without the factors that condition stationary settlements (castles/cities/towns).