What new mod?What would you like to see in the new mod?
Example.
1. Removes the need for the "Everything has a price" perk.
2. When you reach the learning limit for invested points, the base speed remains, which is also exhausted over time.
3. The skill development limit is 330.
4. The “Veteran's Respect” perk has been moved to first place.
5. Partyes located in the forest become less visible to the player.
6. The winner of the tournament can receive a cash prize, and then the prize item is added to the store.
7. Tournament prizes depend on the level of prosperity of the city..
8. Added elite prizes for town prosperity starting from 5000 units.
9. The skill requirements for tournament participants depend on the prosperity of the city (Prosperity gradation: up to 3000, up to 5000, 5000+).
10. The priority of transferring wounded warriors from the right side of the screen to the left has been changed.
11. Smithing stamina is also restored when moving around the world map.
- Healthy warriors are transmitted first, and then the wounded.
- Shift + click - transfers all healthy ones first.
- Ctrl+click - transfers all healthy ones first.
- With a general transfer, in each line the healthy ones are transferred first, if not, then all the rest.
12. Rumors about the upcoming tournament have been added to arenas in cities.
13. Pavise perk has been moved to first place.
14. Partners in Crime perk has been moved to second place.
15. The restriction on the size of the party (40%) when conscripting into the army has been removed.
16. Night tournaments are allowed.
- In a personal meeting with the party leader.
- Through the army management menu.
17. At night, the chance of infiltrating an enemy city has been increased.
18. At night you can trade in enemy cities.
19. A breakthrough into a besieged settlement at night will require fewer casualties.
20. Added underground passages in their settlements.
21. Recalculation of losses during a breakthrough if your army is stronger.
- The passage makes it possible for small detachments to enter and exit the besieged settlement at night.
- The throughput of the passage depends on the level of the settlement.
- If the size of the troop being moved does not exceed the throughput , then there will be no losses.
22. You can control the garrison during a siege.
- Losses during a breakthrough no longer exceed losses during a battle.
- Fixed: The game does not provide a breakthrough based on your strength.
23. The garrison itself comes out to you from the besieged settlement.
- Having broken into the settlement, you can replenish the garrison, change soldiers or take everyone, if you need it.
24. The garrison is prohibited from making salliout if it is weaker than the besiegers.
- When you approach your besieged settlement, the garrison is ready to join you.
- The garrison management menu is available.
- By taking a garrison into your squad, he receives all your bonuses and the possibility of promotion after the battle.
25. Unlocked army menu during siege.
- The garrison will attack the besiegers only if it turns out to be stronger than them.
26. Strategic information. If he is the leader of the faction, you receive information from all factions about the following events:
- You can call units for help when you are inside a besieged settlement.
- You can reattach units if they are disconnected after a solliout or ambush.
27. Military intelligence.
- About the declaration of war.
- About the conclusion of peace.
- About the siege of settlements.
28. Removed prize selection if the player is not in the tournament.
- You receive information about enemy armies.
29. Recruiting city thugs.
- If a clan member wins a tournament, and the player is not in this city, then the winner receives the cash equivalent.
30. Rebellious towns and Rebel clans.
- The hiring quantity has been doubled.
- Thugs are no longer priced in line with mercenaries.
- Price depends on thug level.
- The price depends on the player's skills roguery.
31. A separate list of clan leaders when requesting a meeting in cities and castles.
- Prisoners in cities also influence uprisings.
- Prisoners join the garrison after the uprising.
- Increased viability of rebel clans.
- Rebel clans can create their own kingdoms.
- The clan can remain independent.
- Can join a faction of his culture.
- Can join an AI clan as mercenaries if very poor.
- Rebel clans are not destroyed.
- Rebel clans receive more support from local residents.
- Rebel clans lose their rebel status faster.
32. Number of riding horses and foot soldiers.
- Leaves only leaders in the list, eliminating the need to remember their names.
33. Share food.
- In the inventory tooltip, the number of riding horses in your inventory and the number of foot soldiers in your party.
- On the speed panel, the number of riding horses in the army is indicated, and the number of foot soldiers in the army.
- Horses are counted in the inventory of your army's partys.
- This information helps calculate the required number of riding horses for maximum travel speed.
34. Share food under siege.
- You can replenish food supplies of settlements.
- Duplicate information has been fixed.
35. The sorting “count” has been changed, from the total count to the count of healthy ones.
- Gain access to a storage facility in a besieged settlement.
- Share food in a besieged settlement.
- Duplicate information has been fixed.
36. Manage the list of warriors in your caravans.
- Rare sorting can be used to transfer healthy warriors to another squad.
37. Smart caravans.
- You can change warriors in your caravans.
38. Access to the inventory of clan groups and caravans.
- Your caravans will come to your aid.
- Your caravans attack the enemy if you are nearby.
- Your caravans avoid danger.
- Your caravans show aggression to intimidate enemy troops.
- Your caravans are less prone to ambushes and skirmishes.
- Your caravans stand up for your faction's caravans.
- Caravanners quickly develop scouting (You need a scout, send the hero as a caravan driver).
39. Fast transfer of soldiers between party in the army.
- You can inspect inventory.
- You can trade.
40. Transferable heroes between squads.
- Now you can pick up warriors from the Donate troops menu.
41. Added information about the required horse when upgrading warriors to the encyclopedia.
- You can create caravans without heroes (pick up the hero after creating a caravan).
- You can send extra soldiers in the created detachment to the nearest city (If after the battle you have a lot of extra warriors, move them to one of your clan units).
- Soldiers in a detachment without a leader do not desert.
- You can send heroes with a squad to the city.
- Do not save the game until you have assigned a commander to the party again. (there will be an error when loading)
To avoid this mistake, move the party leader to your party and then back again.
42. Take clan parties from the AI army.
43. Prevent AI from calling your parties into their army.
- You can call your clan parties into your army if they are already in the AI army.
44. Unlimited party size for caravans with a hero.
- If you have created your own army (even without parties), the AI will not call your parties to join its army.
45. Useful alleys.
- You can add more warriors to your caravans than the limit.
- When losing warriors, the Hero will recruit soldiers into the caravan up to his limit (30).
- If there are more than 100 warriors in the caravan with the hero, then the speed begins to drop.
- The more warriors in the caravan, the more the caravan's behavior resembles the behavior of a combat detachment.
- The limit of soldiers for caravans without a hero is 50 soldiers.
46. Manage town (Daily defaults).
- Capturing an alley adds 5 security.
- A captured alley provides a small increase in safety daily.
- Owning alleys no longer grants crime rating.
- You can put any hero in the alley.
- You can leave from 3 to 15 warriors in the alleys.
- Alleys provide more warriors.
- Increased number of thugs in alleys.
47. Hideout.
- Building houses in the town gives 10 to prosperity and 1 to loyalty.
- Irrigation of lands in villages gives 3 to the construction of houses and 0.5 to loyalty.
- Training militia in cities also add militia in villages.
48. Workshops.
- You can attack hideouts at any time of the day.
- The townspeople pay you to clear out the hideouts (The amount depends on the wealth of the town and the number of bandits in the hideouts).
- The number of soldiers to clear a hideout depends on the size of the hideout.
- Everyone who is there takes part in protecting the hideout.
- The balance of bandit troops for the first battle and the second has been changed.
- Increased the minimum and maximum number of groups in hideouts.
49. Siege settlements.
- The total price for purchasing a workshop has been reduced to its real value.
- When selling his workshop, the AI takes a small premium for the prosperity of the city.
- Each workshop in the city now has its own price.
- By price, you can determine success workshop.
- The purchase price of a workshop depends on the prosperity of the city and the current capital of the workshop.
- You buy a workshop with its current capital, as it is at the moment.
- The player's selling price for the workshop has been increased to its real value.
- The player sells his workshop without a markup, because the AI increases the workshop's capital after the purchase.
- Now it is profitable for the player to buy cheap workshops and sell them after increasing capital.
- If the workshop is close to bankruptcy (capital less than 5000), then it is profitable for the player to sell it and buy it again.
- The price for changing production has been reduced to 800 coins, when purchased on a campaign map.
- You can buy equipment to change production in another city.
- The price of equipment depends on the prosperity of the city.
- You can buy cheap equipment in a city with better prosperity for a workshop in another city.
- Increased passive trading experience when producing products for storage.
- The experience depends on the player's trading skill level.
- The storage capacity for workshops has been increased to 12,000.
- The number of workshops available to the player has been increased.
- The number of workshops depends on the clan level and the number of cities owned by the player.
- Reduced daily costs for workshops (from 100 to 30).
50. Supporting clans through influence.
- Settlements always have a set of siege engines.
- When the level of the walls increases, a new set of siege engines is added.
- The Siege Engine Workshop adds fiery siege engines.
- Each workshop level has its own set of fiery siege engines.
- The walls of the second and third levels have become stronger.
51. Stage a prison break.
- You are now transferring real influence points.
- You transfer 25 points, the clan receives 25 points and returns relationship improvement to you.
52. Quick assault.
- The number of relationship points for a successful escape has been increased.
- The cost of escaping at night is half the price.
- The alarming state of the city lasts one day.
- If stage a prison break for male, then a focus point is added to the roguery.
- If stage a prison break for female, then a focus point is added to the charm.
53. Voting for fief.
- If you are confident in your abilities, do not wait until the construction of the siege camp is completed.
54. Sneak attack. You can immediately attack the lords hall, provided:
- The clan that has captured the settlement always participates in voting for it.
55. Added a Dogfight battle mode for besieged cities.
- If the garrison is no more than 100 soldiers.
- If loyalty is below 30.
- After a diversionary attack.
- And only at night.
56. Food consumption (Requires fine tuning).
- You can challenge the garrison to a duel.
- Fight without command, ratio 1:1.
57. Bound villages.
- Increased food consumption in cities.
- Changed food consumption of cities due to prosperity.
- The food supply limit for cities has been increased.
58. City Gold.
- Village defenders are recruited faster.
- Gold no longer disappears from villages, it is transferred to cities.
58. Barter.
- City gold no longer disappears, but remains in stores.
59. recruitment slots for the king.
- The time limit for the next barter has been lifted.
60. Hiring mercenary clans.
- Faction leaders have no restrictions due to attitude (also applies to AI).
61. Gaining experience in training battles in the arena.
- Hiring a clan through any member (just like this AI does).
62. Useful alleys №2.
- Experience has been increased three times and is now almost equal to the experience gained in the tournament.
63. Smart caravans №2.
- Alleys give elite warriors.
- The type of troops depends on the culture of the city.
- The number of supplied warriors has been increased.
- You gain leadership experience from every alley.
- The leader of the alley receives rapid development of leadership qualities.
- The number of companions depends on the number of cities you have.
64. Changes for paragraph 56. Rebalance of food in settlements.
- Your caravans
(with a hero)serve only the city in which it was created.- The caravan makes one trip and returns, then chooses another city.
65. Unlocked actions during a siege and inside a siege.
- The balance of food production and consumption in settlements has been changed.
- Food production in villages depends on the number of hearths.
66. Daily training in castles.
- Clan support.
- Expulsion of the clan.
- Refusal of clan leadership.
- Change of owner of the fief.
- Adoption and repeal of laws.
- Creation and disbandment of armies.
- Declaration of war and conclusion of peace.
67. Disbandment of parties.
- Castle garrisons gain experience and promotion faster.
- Castles become strongholds of faction defense.
- Training in castles is carried out only if training fields are available.
- Your party's soldiers are also training.
- The soldiers of your army are also training.
- AI parties also train when they are in castles.
- The heroes in your party is also training.
68. Caravan gold.
- Parties no longer wait 24 hours before disbanding.
69. AI clans do not lose earned money.
- When the caravan is disbanded, the gold it has is returned to the player.
70. Removed strange deductions from caravans.
- If the AI Clans earned more than the norm, then the game deleted this money.
71. The gold of the castles is transferred to the owner.
- Caravans required daily payment like a small army.
72. Settlement gold is displayed in the fiefs menu.
- Gold is not used in castles, so it will be transferred to the owner at 10% per day.
73. Added trade menu to castles.
- Gold in the store.
74. The wealth of clans in the encyclopedia by numbers.
- There is no trading with castles in the game, but you can do it.
75. Capturing Gold of the loot.
- You can track the real state of the clans.
76. Boosting construction.
- Bandit parties return 100% of their gold.
- Caravan parties return 100% of their gold.
- If you defeat the unit that captured your caravan, you will receive all of the caravan's gold back.
- Duplicate line in the journal about the capture of gold.
77. Smart workshops.
- When you rest in settlements, a third of your soldiers help build.
- Fixed a crash when leaving a settlement when construction is activated.
- Prisoners in settlements perform construction work.
78. Improved relationships.
- Workshops do not stop production when the price of a product is low.
- Workshops send cheap products to the warehouse.
- When the price rises, the workshops begin sending products to the store again.
79. Receive all the loot from your parties in your army after the battle.
- By releasing a captive hero from your squad, you improve relations with his clan.
80. Sale of prisoners in castles.
- You will receive all captured soldiers and heroes from your parties.
- You will receive all freed soldiers from your parties.
- You will receive all captured food and horses from your parties.
- You will be able to manage the spoils yourself.
81. Relationship with faction leader.
- Now you can do it just like AI does it.
82. List of the hero's relationship to your clans.
- Low relations with the faction leader increase the chance of the clan moving to another faction.
83. The amount of joining a clan to a faction, on the clan leader’s page.
- The general attitude towards your clans influences the amount you will pay for the transfer of a clan to your faction.
84. Relation of your clans to your clan, on the player page.
- You can find out the cost in advance.
85. Creating a new party.
- The overall attitude towards your clan members.
- Affects the likelihood of a clan leaving your faction.
86. Escape of lords from settlements.
- You can recruit a party from the garrison.
- If the hero is in your settlement.
- This way you can take extra soldiers from garrisons.
- You can choose warriors while being far from this settlement.
87. Escape of the lords from the party.
- If the security in the settlement is 100%, then the lords will not be able to escape.
88. Kingdom decision.
- If there are only captured lords in the party, then they will not be able to escape.
- If the party of prisoners does not have more than half the limit, then the captured lords will not be able to escape.
89. The restriction on sending a hero to a settlement when he is the leader of a squad has been removed.
- When voting, clans do not give influence but 1 clan vote.
- You, as the leader of the faction, will always be able to make the right decision.
90. Increased speed for units without a leader.
- Use this for function 85.
- If there are few soldiers in the squad, send the leader to a settlement with a large garrison.
- Then disband the detachment and recruit again from the garrison.
- Speed increased from 1 to 2.5.
This is easy to do by simply fighting the best troops.Some mechanic for player to prevent him from stacking elite units and cleaning all the map with milions in his pocket.
The option for attitude restrictions sounds reasonable, but it might be worth considering how it would affect game balanceMercancery contract can recruit Faction units -5 relation requirement with notable per Clan Tier.
Vassalage -10 relation requirement with notable per Clan Tier
Owner/Ruler bonus -15 relation requirement per Clan Tier
Option 3
Influence Drain from elite units After Battle:
Elite units tier 5 and 6 in player party and players clan party if are they in same battle will drain influence after battle. Each tier 5 unit will drain 0.05indluence and each tier 6 unit will darin 0.1 influence (Dificulty adjustabe value from 0.05-0.2 per unit Tier 5 and 0.1 to 0.4 per Tier 6)
Desertion Chance
If influence of player drops under 0 than chance to desert units from his party and clan members party trigger base 5% and + 5% per each 1 negative influence for Tier 5 unit and base 10% and+10% per each 1 negative influence for Tier 6 (MCM adjustable the % per each negative influence cap on 50%) . DailyTick event.
Weak Notable with negative power +0 bonus. (can generate Milita only)
Regular Notable will give +0.25 Militia daily bonus (can generate Regular troops)
Influential Notable will give +0.25 Militia + 0,25 Veteran Militia daily (can generate Veteran troops)
Powerfull Notable will give +0.25 Militia + 0,25 Veteran Militia daily +0.25 Garison recruit daily for town/castle (can generate Noble troops) These mechanics remind me of the approach to bonus systems and rankings used on platforms like 7slots-sitesi.
1. All clans are level 6 at once.
2. Factions do not fight at the beginning of the campaign.
3. A craftsman's shop has been added to the workshops.
4. The Batanian troop line has been changed from infantry to archers.
5. Changed looter groups.
I played and noticed a drawback, after the first wars, all factions lost half of their soldiers in the squads and now they cannot assemble armies and they became poor.Published.
When I looked at the game code, I did not find any economy there, I saw that money is credited based on the clan level, they are also written off and this applies to both settlements and squads, perhaps this mechanic is more complex and I did not see what I needed. Of course, it would be better if the developer did all this himself or at least gave an explanation so that it would be easier to understand the internal mechanics.Yeah, I think it’s probably because the economy isn’t strong enough to sustain big armies.
I believe that problem is from begining of the game when Prosperity and Notable power is low = frequency of recruits is low and to many lords raid villages there is problem to maintain big armies for lords. (StrenghtenAI mod can fix this adding extra prosperity + troop XP).When I looked at the game code, I did not find any economy there, I saw that money is credited based on the clan level, they are also written off and this applies to both settlements and squads, perhaps this mechanic is more complex and I did not see what I needed. Of course, it would be better if the developer did all this himself or at least gave an explanation so that it would be easier to understand the internal mechanics.I believe thats a pointFrom the begining of the game when Prosperity and Notable power is low than lords cant maintain big armies because there is low recruit frequency?