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five bucks

Knight at Arms
Taleworlds has put a lot of work into Bannerlord's town scenes, and they look really good!

But there's barely anything interesting to do inside them- just one quest that doesn't trigger often. So an average player spends 1% of their time in settlement scenes. 99% of playtime is in menus, field battles, wall siege battles, and the world map. This means the potential of town scenes is wasted. Players also often say the game feels repetitive and could do with more varied activities.

These two problems could be improved by adding interesting gameplay content which only takes place in town scenes and ties back into the main gameplay loop, so players have a good reason to explore these scenes. Here's some suggestions.

Hunt Down Fugitive: A quest from Warband. Notables or lords can give you a quest to hunt down a fugitive criminal in a particular town/village, who is hiding somewhere in the scene (so the player has a reason to explore it). When you discover the fugitive, you must persuade or fight them.

Assassins: This was a feature present in Warband. Lords who hate you will hire Assassins, who ambush you when you enter towns at night. The battle happens instantly in the town scene, with the player using their civilian outfit (making that game mechanic more relevant). To avoid becoming repetitive, assassins should only attack once per season.

Special wanderers: An NPC marked as "Adventurer" can be found in town/village scenes. These are wanderers with better stats than the ones you can find in taverns. Adventurers do not show up on the world map town menu (encouraging you to explore the scene).

Collect Taxes / Riot: A similar quest existed in Warband. Nobles can give you a quest to collect tax in a town/village. If you collect too much tax, it causes a riot fight inside the town/village scene. Implemented in 1.6.1, but this quest only takes place in villages and does not use the actual scenes.

Charity: Beggars currently exist in town scenes. A system could be implemented to give them charity through dialogue. You can give them denars for a reward of Generous trait gain. A similar feature was present in Warband.

Bargain: An NPC marked "Bargain Trader" can be found walking around town/village scenes. They will trade goods at an unusually cheap price. The amount of goods available scales with your Trade level, making this worthwhile even in the late game. You can do this once every 10 days in each settlement, encouraging you to explore different towns.

Clothier: A marked special merchant NPC who sells all civilian clothing items in the game, which is explained as "tailoring" them for you on the spot. Want to buy Aserai robes but you're all the way up in Sturgia in Reyvl? The clothier will make them for you.

Practice Medicine: An NPC marked as "Sick Person" can be found in towns/villages. They tell you they are ill in some way. You can guess a good treatment suggestion from 3 dialogue options, and if you guess correctly, gain Medicine XP for an amount scaled to your existing Medicine skill. This provides an alternate way of leveling Medicine. You can do this once per day in each settlement.

Skill Trainer: NPCs marked as "Trainers" or "Teachers" can be found in towns. You can go to trainers, pay money, and wait in town for a day to gain a boost of skill experience, or you can leave a companion to train up. Each town has a few Trainers who each focus on a specific skill, such as an Engineering Teacher and Stewardship Teacher in Lageta, or a Crossbow Trainer and Polearm Trainer in Pravend. Warband had a similar feature (book sellers).
 
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Easter egg hunt: There are eggs hidden all over the village scene. If you find them all you could make an omelette for the whole village. However the villagers will insist on putting suspicious mushrooms into it. Don't try to eat the omelette!
Alternatively, you could assemble an Egg Banner and declare a poultry kingdom.
Meteor shower: A village is struck with a meteor shower as soon as you enter the scene. People are running around in panic as burning meteor pieces kill anything they hit and ignite fires. This serves no purpose other than to freak out the player who must dodge the deadly fireballs until they stop. If he stays and helps put out the fires and heal the wounded villagers, he will also be begged for free food, cattle and accommodation in one of his castles. No good deed goes unpunished!
Instant romance: There's a chance that on entering a village, the player will be accosted by a frisky villager of either sex. If you decline his/her advances, the villager becomes your permanent stalker following you everywhere around the map. You can't kill the villager, but you may bring him/her to your fiancee who would try to the beat the crap out of him/her in a fist duel. If your fiancee loses, then the stalker becomes your new fiancee. Marriage in Calradia is not for the weak.
 
Easter egg hunt: There are eggs hidden all over the village scene. If you find them all you could make an omelette for the whole village. However the villagers will insist on putting suspicious mushrooms into it. Don't try to eat the omelette!
Alternatively, you could assemble an Egg Banner and declare a poultry kingdom.
Meteor shower: A village is struck with a meteor shower as soon as you enter the scene. People are running around in panic as burning meteor pieces kill anything they hit and ignite fires. This serves no purpose other than to freak out the player who must dodge the deadly fireballs until they stop. If he stays and helps put out the fires and heal the wounded villagers, he will also be begged for free food, cattle and accommodation in one of his castles. No good deed goes unpunished!
Instant romance: There's a chance that on entering a village, the player will be accosted by a frisky villager of either sex. If you decline his/her advances, the villager becomes your permanent stalker following you everywhere around the map. You can't kill the villager, but you may bring him/her to your fiancee who would try to the beat the crap out of him/her in a fist duel. If your fiancee loses, then the stalker becomes your new fiancee. Marriage in Calradia is not for the weak.
Nice lol ?
 
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Arbitrate a Dispute: Two NPCs marked as "Quarrelers", who are having a dispute, can be found in towns/villages. You can use dialogue to persuade them to compromise, gaining Charm and Leadership XP which scale with your clan tier, and relations with the settlement. You can do this once every 10 days in each settlement.
Duel: An NPC named "Aggressive Duelist" can be found in towns/villages, and will challenge you to a duel. If you accept, both of you duel right there using civilian weapons (making civilian outfits more relevant). You and the duelist can only incapacitate each other, not kill. Winning gives XP strongly scaled with your level. You can do this once every 10 days in each settlement.
In addition to this
Random and/or Organized Fist Fight or Civilian Type of Weapons Events:
  • Have 2 NPC's randomly fight it out while other people gather in a circle to chanting for a good fight, then you can choose to try to stop it or join the dispute
  • Have secret organized events where people bet the winners of each engagement, this events would be more rewarding than fighting in the arena, both in denars and reputation. The more you fight and win this events the more reputation and money you make. You could also have sponsors and other cool mechanics (this could apply to the normal arena fights as well, a fame and progression system is always welcome).
WARNING: blood and violence
 
@five bucks I love your topics and I totally agree with your opinions. Some people insist that this is a battle game and such features are unnecessary. I guess they expect this game to turn into a mediaval total war style strategy game... *Sigh*
 
I for one miss assassins, that is after all how we started out in Warband! You arrive at X and are immediately set upon and fight for your life, now you just kinda... Exist. It was also fun how you avoided places at night because if you were not ready you could get attacked but only at night! Then again if there were assassins after you... Well, your life was in your own hands. Now you are just far too safe, sheltered, coddled. Also, I really miss the belligerent drunk encounter which was sorta a type of assassination. Ah well, I agree with what Five Bucks said, there is so much missing that would spice the world up, namely the boring settlements. They are GREAT and AWESOME to look at and stroll around but nothing EVER happens.

How about a RIOT once in a while? Lords control falls too low and BOOM! Riot! Maybe even deserters join in and we have a mini-civil war within a city, now THAT would be wild. That or food riots, both! Both is good.
 
I agree to this lists and wish it would be implemented. Maybe having gangs to be more involved, like you can join them when you have higher relations with them and you can sell illegal things outside towns, steel things, setting events to gamble, such as the fist fight. Maybe even once your gang becomes strong enough, you can revolt in that town and take over, thus, having own bandit faction, with customisable troops of course, (this could be a mod as well)!
 
How about a RIOT once in a while? Lords control falls too low and BOOM! Riot!
You know what, this isn't a terrible idea. However, it would need to happen when the player is present; if it happened when they were away there would be no point.

Perhaps riots could be linked to a quest, for example how Warband had the Tax Collector quest where a riot would start if the peasants didn't like how much you were collecting.

Will edit OP to add it.
 
Too late, Armagan read your post and now they are all hard at work to implement the meteor shower, with really high quality textures.
Bethesda did it a long time ago, it was the Sheogorath quest in Oblivion.
Sheogorath_Quest_Fear.png
It's bold and funny, so there's no danger Taleworlds would do something like that.
 
I would enjoy defending the streets against rebel forces inside the settlement (which would have low loyalty). If the player fails he either gets expulsed from the settlement or (low chance) gets executed.

If he succeeds, loyalty goes back up with a timed positive bonus (+1 bonus). You could even have the option of increasing the loyalty (or rather, order) stat by making examples of the rebel captives at the expense of relations with local notables or something.
 
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