New mod

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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.
  • 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.
11. Smithing stamina is also restored when moving around the world map.
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.
  • In a personal meeting with the party leader.
  • Through the army management menu.
16. Night tournaments are allowed.
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.
  • 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.
21. Recalculation of losses during a breakthrough if your army is stronger.
  • Losses during a breakthrough no longer exceed losses during a battle.
  • Fixed: The game does not provide a breakthrough based on your strength.
22. You can control the garrison during a siege.
  • Having broken into the settlement, you can replenish the garrison, change soldiers or take everyone, if you need it.
23. The garrison itself comes out to you from the besieged settlement.
  • 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.
24. The garrison is prohibited from making salliout if it is weaker than the besiegers.
  • The garrison will attack the besiegers only if it turns out to be stronger than them.
25. Unlocked army menu during siege.
  • 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.
26. Strategic information. If he is the leader of the faction, you receive information from all factions about the following events:
  • About the declaration of war.
  • About the conclusion of peace.
  • About the siege of settlements.
27. Military intelligence.
  • You receive information about enemy armies.
28. Removed prize selection if the player is not in the tournament.
  • If a clan member wins a tournament, and the player is not in this city, then the winner receives the cash equivalent.
29. Recruiting city thugs.
  • 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.
30. Rebellious towns and Rebel clans.
  • 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.
31. A separate list of clan leaders when requesting a meeting in cities and castles.
  • Leaves only leaders in the list, eliminating the need to remember their names.
32. Number of riding horses and foot soldiers.
  • 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.
33. Share food.
  • You can replenish food supplies of settlements.
  • Duplicate information has been fixed.
34. Share food under siege.
  • Gain access to a storage facility in a besieged settlement.
  • Share food in a besieged settlement.
  • Duplicate information has been fixed.
35. The sorting “count” has been changed, from the total count to the count of healthy ones.
  • Rare sorting can be used to transfer healthy warriors to another squad.
36. Manage the list of warriors in your caravans.
  • You can change warriors in your caravans.
37. Smart 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).
38. Access to the inventory of clan groups and caravans.
  • You can inspect inventory.
  • You can trade.
39. Fast transfer of soldiers between party in the army.
  • Now you can pick up warriors from the Donate troops menu.
40. Transferable heroes between squads.
  • 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.
41. Added information about the required horse when upgrading warriors to the encyclopedia.
42. Take clan parties from the AI army.
  • You can call your clan parties into your army if they are already in the AI army.
43. Prevent AI from calling your parties into their army.
  • If you have created your own army (even without parties), the AI will not call your parties to join its army.
44. Unlimited party size for caravans with a hero.

  • 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.
45. Useful alleys.
  • 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.
46. Manage town (Daily defaults).
  • 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.
47. Hideout.
  • 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.
48. Workshops.

  • 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).
49. Siege settlements.
  • 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.
50. Supporting clans through influence.
  • You are now transferring real influence points.
  • You transfer 25 points, the clan receives 25 points and returns relationship improvement to you.
51. Stage a prison break.

  • 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.
52. Quick assault.
  • If you are confident in your abilities, do not wait until the construction of the siege camp is completed.
53. Voting for fief.

  • The clan that has captured the settlement always participates in voting for it.
54. Sneak attack. You can immediately attack the lords hall, provided:

  • If the garrison is no more than 100 soldiers.
  • If loyalty is below 30.
  • After a diversionary attack.
  • And only at night.
55. Added a Dogfight battle mode for besieged cities.

  • You can challenge the garrison to a duel.
  • Fight without command, ratio 1:1.
56. Food consumption (Requires fine tuning).

  • Increased food consumption in cities.
  • Changed food consumption of cities due to prosperity.
  • The food supply limit for cities has been increased.
57. Bound villages.

  • Village defenders are recruited faster.
  • Gold no longer disappears from villages, it is transferred to cities.
58. City Gold.

  • City gold no longer disappears, but remains in stores.
58. Barter.

  • The time limit for the next barter has been lifted.
59. recruitment slots for the king.

  • Faction leaders have no restrictions due to attitude (also applies to AI).
60. Hiring mercenary clans.

  • Hiring a clan through any member (just like this AI does).
61. Gaining experience in training battles in the arena.

  • Experience has been increased three times and is now almost equal to the experience gained in the tournament.
62. Useful alleys №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.
63. Smart caravans №2.

  • 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.
64. Changes for paragraph 56. Rebalance of food in settlements.

  • The balance of food production and consumption in settlements has been changed.
  • Food production in villages depends on the number of hearths.
65. Unlocked actions during a siege and inside a siege.

  • 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.
66. Daily training in castles.

  • 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.
67. Disbandment of parties.

  • Parties no longer wait 24 hours before disbanding.
68. Caravan gold.

  • When the caravan is disbanded, the gold it has is returned to the player.
69. AI clans do not lose earned money.

  • If the AI Clans earned more than the norm, then the game deleted this money.
70. Removed strange deductions from caravans.

  • Caravans required daily payment like a small army.
71. The gold of the castles is transferred to the owner.

  • Gold is not used in castles, so it will be transferred to the owner at 10% per day.
72. Settlement gold is displayed in the fiefs menu.

  • Gold in the store.
73. Added trade menu to castles.

  • There is no trading with castles in the game, but you can do it.
74. The wealth of clans in the encyclopedia by numbers.

  • You can track the real state of the clans.
75. Capturing Gold of the loot.

  • 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.
76. Boosting construction.

  • 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.
77. Smart workshops.

  • 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.
78. Improved relationships.

  • By releasing a captive hero from your squad, you improve relations with his clan.
79. Receive all the loot from your parties in your army after the battle.

  • 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.
80. Sale of prisoners in castles.

  • Now you can do it just like AI does it.
81. Relationship with faction leader.

  • Low relations with the faction leader increase the chance of the clan moving to another faction.
82. List of the hero's relationship to your clans.

  • The general attitude towards your clans influences the amount you will pay for the transfer of a clan to your faction.
83. The amount of joining a clan to a faction, on the clan leader’s page.

  • You can find out the cost in advance.
84. Relation of your clans to your clan, on the player page.
  • The overall attitude towards your clan members.
  • Affects the likelihood of a clan leaving your faction.
85. Creating a new party.

  • 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.
86. Escape of lords from settlements.

  • If the security in the settlement is 100%, then the lords will not be able to escape.
87. Escape of the lords from the party.
  • 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.
88. Kingdom decision.

  • 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.
89. The restriction on sending a hero to a settlement when he is the leader of a squad has been removed.

  • 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.
90. Increased speed for units without a leader.

  • Speed increased from 1 to 2.5.
What new mod?
 
I want to make changes to the game, remove many restrictions for the player and other clans and see what happens.

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.
 
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Some mechanic for player to prevent him from stacking elite units and cleaning all the map with milions in his pocket.

Currently available option is True army cost to prevent rapid expansion with cost 0,9% of equipment and upgrade cost 0,3% equipment value (There is problem with batania recruit have tier 4 weapon as reference calculation and is extremly expensive )

Option 1 relation restriciton
4 Troop tree recruitment option for player available 6 slots will open when notable relation 5/10/20/30/40/50
Cloth troops tier 0-3 (Militia Army) recruit and upgrade cost <100,-
Leather/padded troops tier 1-4 (Regular Army) require Clan Tier 1 recruit and upgrade cost 100-500,-
Chainmail troops tier 2-5 (Veterans Army) require Clan Tier 2 ( recruit and upgrade cost 500-1000,-)
Plate troops tier 3-6 (Noble) require Clan Tier 3 (recruit and upgrade cost >1000,-).

Castle Village Notable can generate 6/6 Nobles. Notable starting with 1militia 2paded 1veterans 1Noble at power 0 each +25 power make change in one slot.
Town Notable can generate 2/6 Nobles 4/6 Veterans starting with 4 militia 2 paded each 25power make a change in one slot.
Town Village Notable can generate 2/6 Veterans 4/6 Regulars starting with 6militia and each 25power make a change in one slot.
In Vanila there is % random spawn.
Example (what could be possible easy way?):
200 power = Castle 75%Noble/25%Veteran Town 15%Noble/65%Veteran/20%Regular Village 25%Veteran/65%regular/10%milita
100 power = Castle 50%Noble/50%Veteran Town 5%Noble/35%Veteran/60%Regular Village 5%Veteran 50%regular/45%Militia
0 power = Castle 15%Noble/25%Veteran/60%Regular Town 15%Veteran/ 25%Regular/60%Militia Village 25%regular/75%Militia
Each +25Power will make a change

Relation 75 = 50% + 1 level to recruit XP
Relation 100 = 25% + 2 level to recruit XP
e a change in one slot in recruit

Option 2 Vanila system and make upgrade button for units under condition of clan Tier.
  • Tier 2 troops → Require Clan Tier 1
  • Tier 3 troops → Require Clan Tier 2
  • Tier 4 troops → Require Clan Tier 3
  • Tier 5 troops → Require Clan Tier 4
  • Tier 6 troops → Require Clan Tier 5

Mercancery 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)
 
Some mechanic for player to prevent him from stacking elite units and cleaning all the map with milions in his pocket.
This is easy to do by simply fighting the best troops.

I'm just changing things up a bit to change up the gameplay for variety.
 
Mercancery 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.
The option for attitude restrictions sounds reasonable, but it might be worth considering how it would affect game balance
 
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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.
All points have been implemented, all that remains is adjustments and testing.

What does the mod do:
1. You get into a world where all restrictions are immediately removed, all clans including the clan of the player of level 6, hence, the size of the squad is already maximum, large armies, also the number of squads, satellites, workshops, etc.

2. The campaign starts with peace, and all factions decide for themselves when and with whom to start fighting.

3. Cities now have access to a previously hidden craftsman's workshop, which is essentially the city's main workshop, which processes all goods, including animals. If you buy it and also buy a forge and put a lot of iron in the warehouse, then very soon this city will have good armor, including elite and with increasing bonuses, but any goods are quickly bought up, keep an eye on the products if you need them.

4. Battania now has its own archers, before there were only Fians, but there were always very few of them and that is why Battania lost all the wars, now they will be able to become stronger.

5. Groups of robbers are always small and weak, now they will include deserters and mounted marauders, and the groups will become larger and faster, you will be able to train your troops on them and get more loot.

======
Maybe something else will be changed, but that's it for now.
Published.
 
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Yeah, I think it’s probably because the economy isn’t strong enough to sustain big armies. Workshops and towns don’t seem to generate enough income, so after the first wars, factions burn through their funds and can’t rebuild properly. You might want to try boosting the economic output — maybe increase workshop profits or caravan income, so factions have more gold to field and maintain their parties. Could also be worth tweaking how often wars and raids happen, just to give them a breather and time to recover.
 
Yeah, I think it’s probably because the economy isn’t strong enough to sustain big armies.
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.
 
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?
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).
 
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