Diplomacy: Truce
New feature: At least a simple hardcoded truce that stops a kingdom from declaring war on truced part. When a peace is signed, the truce is added in both directions
Diplomacy: Alliances
New feature: A basic alliance feature.
Warfare: AI pathfinding in general and in sieges in particular
AI tuning: Make AI pick a adequate route, make them use paralell ladders and be alittle smarter overall when deciding where to go
Warfare: Order to attack target unit-type(Archer/Infantry/Cavalry/Cavalry Archer)
New feature: Attack target unittype
Rebellion: Civil War
If clan X has minus relation with ruling clan a chance for them to rebel should arise. Should be a very simple feature, the mod Separatism did it quite well. Though it could be more detailed. A system of high ranking Lords should be introduced, so a tier 5 clan who owns a town should have a large amount of influence over the tier 2 & 3 clans who own castles in their surrounding lands. When the tier 5 rebels, so do the lower clans. If the lower one's have a much higher relation with the monarch than the lord then they could potentially side with the monarch but it would put them in a very dangerous position. Rebels can convince other Lords to join too. From @HotPie
Troops: Ability train troops(outside of live battle)
Ability to train troops rather through training ground like in Warband not chasing looters who immediately run after few kills so reatreating and engaging again in neverending story for so low exp was not only option besides wasting low tier units in huge battles where few lucky survivors will get upgraded but then again same problem with new recruits. From PeteSKTemplar
Troops: XP- perks should give more XP
Also some perks giving passive exp should be increased at least. From PeteSKTemplar
AI lords: Stop AI from spamming free armies after defeat
And of course AI spamming free armies after defeat in short time while players can not loose units is something to be fixed too. And trading caravans being upgradable to higher lvl not fearing looters and raiders (bandits) (or changing how looters and raiders (bandits) spam). From PeteSKTemplar
Faction Breakdown: Clans with no holdings should leave their faction
They shoulsd leave or risk to leave when having no fiefs and -30 or less towards ruler clan and be independent clans
Faction Breakdown: factions with no holdings should be inactive.
After X(30?) days since they lost their last holding, the faction becomes inactive and all its clans are now independent clans
These are for me the most needed 4. Help me fill with what is important to you and I will create a poll within a few hours
Only add things that you could vote for or that you know alot of people would vote for. I´m planning a single-choise Poll.
New feature: At least a simple hardcoded truce that stops a kingdom from declaring war on truced part. When a peace is signed, the truce is added in both directions
Diplomacy: Alliances
New feature: A basic alliance feature.
Warfare: AI pathfinding in general and in sieges in particular
AI tuning: Make AI pick a adequate route, make them use paralell ladders and be alittle smarter overall when deciding where to go
Warfare: Order to attack target unit-type(Archer/Infantry/Cavalry/Cavalry Archer)
New feature: Attack target unittype
Rebellion: Civil War
If clan X has minus relation with ruling clan a chance for them to rebel should arise. Should be a very simple feature, the mod Separatism did it quite well. Though it could be more detailed. A system of high ranking Lords should be introduced, so a tier 5 clan who owns a town should have a large amount of influence over the tier 2 & 3 clans who own castles in their surrounding lands. When the tier 5 rebels, so do the lower clans. If the lower one's have a much higher relation with the monarch than the lord then they could potentially side with the monarch but it would put them in a very dangerous position. Rebels can convince other Lords to join too. From @HotPie
Troops: Ability train troops(outside of live battle)
Ability to train troops rather through training ground like in Warband not chasing looters who immediately run after few kills so reatreating and engaging again in neverending story for so low exp was not only option besides wasting low tier units in huge battles where few lucky survivors will get upgraded but then again same problem with new recruits. From PeteSKTemplar
Troops: XP- perks should give more XP
Also some perks giving passive exp should be increased at least. From PeteSKTemplar
AI lords: Stop AI from spamming free armies after defeat
And of course AI spamming free armies after defeat in short time while players can not loose units is something to be fixed too. And trading caravans being upgradable to higher lvl not fearing looters and raiders (bandits) (or changing how looters and raiders (bandits) spam). From PeteSKTemplar
Faction Breakdown: Clans with no holdings should leave their faction
They shoulsd leave or risk to leave when having no fiefs and -30 or less towards ruler clan and be independent clans
Faction Breakdown: factions with no holdings should be inactive.
After X(30?) days since they lost their last holding, the faction becomes inactive and all its clans are now independent clans
These are for me the most needed 4. Help me fill with what is important to you and I will create a poll within a few hours
Only add things that you could vote for or that you know alot of people would vote for. I´m planning a single-choise Poll.
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