more options for the mission "village needs workers"

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Sir Frederic

Regular
Some time ago I discovered that this mission, if completed, causes loss of mercy. And how are you not going to lose it, if you are selling captured bandits to work yourself to death.

The only problem is that it has only one option, you do it or you don't. And it's a mission that could easily have an extra option.

The notable informs you that he needs workers because the mine is dangerous or because the current workers are demanding better wages.

You could perfectly add the option to help with your engineering skill to make the mine safer or make a salary agreement with the workers using your steward skill.

The "good" option would require you to spend some time in the village fixing the problem, the amount of time it would take should be proportional to the level of the skill it requires. both options might have a minimum skill level to go down that path.

The option to make the mine safe could have an error chance, the mine collapses and some of your soldiers are killed or injured, sending new soldiers to continue the work would cause a loss of morale.

The option of reaching a fair salary agreement could have an error chance that makes you spend more time negotiating salaries.

Unlike the option to get prisoners, following this path should give you a good amount of relationship with all the nobles in the village. Also a lower gain of denars.

Therefore:
-sell prisoners: + denars, + cruelty, relationship with 1 notable.
-fix issue: - denars, no trait effect, better relationship with all notables. Chanse of losing morale, soldiers, and money from wages if you must spend a lot of time in the village.
 
Theoretically, this can be done with a mod.
Basically, I can handle it if needed.

How to discuss an idea (concept):
-- does it make sense to enable the "give away units" option from our troops?
After all, not only slaves can work to death, but also civilians.

For example, looters who were recruited from captivity. They are still bandits.

Peasants saved from marauders. In battle, they are of little use, and in the countryside, working hands are always needed.

And, alternatively, recruits that we allow to return (home?) after a long and dangerous service.
As in a quest with replenishment training (option).
Possibly with the limitation that you can only return it to a village other than your own (as is the case with stolen goods that are not economical to sell in the same city where they were stolen).

Additional options for assigning to the garrison (there was such an option before), now - to the police (rank 2+).

Alternatively, resign due to injury.
Injury that reduces the characteristics of a unit - replacing the "healthy" version with an injured one, instead of the complete death of the unit and its disappearance with all equipment equipped.

In a more complex version, we send a companion on a mission - long-term work in the village with a detachment.
Upon completion of the contract, the comrades return (as usual) - we receive money, and / or relations, perhaps a bonus item, or fame / influence. It depends on how randomly we play and which option we choose before sending (or we choose at the end, as with deserters, but I don’t want to return to the village again, so I prefer the choice “before” and not “after” :smile:)
 
does it make sense to enable the "give away units" option from our troops?
After all, not only slaves can work to death, but also civilians.
I can't understand everything you've said. But regarding offering your troops. It could be viable in the mission, a third option that allows bandits who have already been recruited to be offered as labor (peasants or other types of troops would not be possible, the notable himself mentions that for it to be "slightly legal" they must be criminals). But of course, it would have to cause an even greater effect on the cruelty of the character, even on his honor and also an impact on the morale of your party. Because you are literally selling your troops into slave labor. If you want to play as a sadistic commander, this option would be ideal. It would almost resemble a Fallout universe quest with so many karma impact options :ROFLMAO:
 
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