"Modular" and customizable cities, town and castles. 2 suggestions.

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Guanfei

Recruit
Hi.
I had a suggestion that could be a bit tricky. Because it has been done, but not officially, only in a mod. My suggestion would be to do the same, but a bit more "advanced".
The mod was AD 1257, in Warband. A particularity of that mod was that you could build a manor, around which you could then build an entire village, with all the building needed (smith, fletchery, inn, church, etc etc, and many fields around. You had to bring in the money, give the order, and wait a week for your new building to pop up in your village.
It basically let you choose what to build, and it made it appear on the map that was, at the start, empty of buildings and people.

And this is something I wanted to see in Warband. Since now we're in Bannerlord, and the game is bigger, I wish to see the same thing implemented. You'd start with a village/castle/town with empty spots for the future buildings. Then you choose what to build, wait, and after a few days, your new building appears in the area. Same things for food production buildings, but these should appear outside the town or castle.
And since in Bannerlord buildings have level, you could even make the building appearance change to reflect the level. For example, the barracks. At level 1, you'd start with a few tents, around a campfire. Level 2, a 1-story building with bunk beds and a table. Level 3, a 2-story building with bedrooms on 2nd floor and living quarters on 1st floor.
Also, since projects gives bonuses, why not reflect it on the place? When the city is poor, you see only a few people, many beggars, and more criminals. Then as the city prospers, more people come in, beggars disappear, and criminal stay hidden (as they do now).

My second suggestion would be to let us customize the city. Simply by letting us chose decorations (among a couple of choices), maybe the colors of the throne room, and ultimately change the city to reflect the culture of our character.

Sorry for the wall of text, but I wanted to be sure to explain well, and english not being my native language, I kinda lack vocabulary to express myself.
 
I can certainly see something similar being added. Create a number of "free building slots" according to the size and type of the settlement and represent this feature both in campaign map and scenes. I have a few more ideas that imo would work well with this suggestion, when and if I have the patience i will write share my thoughts, but it's kind of pointless, devs don't show much interest in new features.
We are all larping at this point.
 

Guanfei

Recruit
I can certainly see something similar being added. Create a number of "free building slots" according to the size and type of the settlement and represent this feature both in campaign map and scenes. I have a few more ideas that imo would work well with this suggestion, when and if I have the patience i will write share my thoughts, but it's kind of pointless, devs don't show much interest in new features.
We are all larping at this point.
Glad to see that some people aren't only interested in "balancing" the multiplayer mode.
Write your ideas if you can, maybe the devs won't look at it, but there are more chances they do if you write it than if you don't ^^
 
Glad to see that some people aren't only interested in "balancing" the multiplayer mode.
Write your ideas if you can, maybe the devs won't look at it, but there are more chances they do if you write it than if you don't ^^
MEGATHREAD: darksoulshin's suggestions
Maybe you might be interested in some of my threads, written both to add new mechanics, but also to balance the game. Specifically, the introduction of new mechanics adds new balance possibilities. In the various threads that you will find you can vote and unfortunately the developers pay attention to a thread only if there are 50 votes or if the answers to the thread are many. It took me a long time to write them and they are very detailed just to prevent some mechanics from being misunderstood or not fully understood.

FOR THIS THREAD:
I actually have a siege system pending that I have not completed because I await more feedback in the answers of the other threads I have written and because I have to see how the siege system of the base game is completed. If the city had "construction slots", these could play a fundamental role in sieges, as they would modify the siege of a place. So I agree with the thread.
 

Emowizzard

Recruit
Hi.
I had a suggestion that could be a bit tricky. Because it has been done, but not officially, only in a mod. My suggestion would be to do the same, but a bit more "advanced".
The mod was AD 1257, in Warband. A particularity of that mod was that you could build a manor, around which you could then build an entire village, with all the building needed (smith, fletchery, inn, church, etc etc, and many fields around. You had to bring in the money, give the order, and wait a week for your new building to pop up in your village.
It basically let you choose what to build, and it made it appear on the map that was, at the start, empty of buildings and people.

And this is something I wanted to see in Warband. Since now we're in Bannerlord, and the game is bigger, I wish to see the same thing implemented. You'd start with a village/castle/town with empty spots for the future buildings. Then you choose what to build, wait, and after a few days, your new building appears in the area. Same things for food production buildings, but these should appear outside the town or castle.
And since in Bannerlord buildings have level, you could even make the building appearance change to reflect the level. For example, the barracks. At level 1, you'd start with a few tents, around a campfire. Level 2, a 1-story building with bunk beds and a table. Level 3, a 2-story building with bedrooms on 2nd floor and living quarters on 1st floor.
Also, since projects gives bonuses, why not reflect it on the place? When the city is poor, you see only a few people, many beggars, and more criminals. Then as the city prospers, more people come in, beggars disappear, and criminal stay hidden (as they do now).

My second suggestion would be to let us customize the city. Simply by letting us chose decorations (among a couple of choices), maybe the colors of the throne room, and ultimately change the city to reflect the culture of our character.

Sorry for the wall of text, but I wanted to be sure to explain well, and english not being my native language, I kinda lack vocabulary to express myself.
I fully agree! That would be awesome.
 
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