Sheriffs

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Let us hire Sheriffs. They can be wanderers/companions or family/clan members - assigned like a governor is. The Sheriff will go around deputizing (recruiting) troops, and their job will be to patrol the city/castle and its villages they are Sheriff of. They will actively seek bandits and looters. They will run from enemy armies and parties larger than them. Their success increases the reputation of the lord they belong to, actively over time.

This can be an option for a player just starting out. Have a good enough reputation/relationship with a local lord, and the right skills, and you can work as a Sheriff for them. Similar to mercenary.

Sheriffs become a minor clan upon creation. They can be given a max of three deputies, like minor clans have. These deputies will assist the Sheriff in patrolling their assigned settlement/castle. If the Sheriff dies, you have to choose their replacement.

So essentially, a custom mercenary/minor clan faction that is programmed to hunt bandits and looters every day, and rest at least once a day for a short time. The schedule can be random to keep them active at both day and night.
 
最后编辑:
Great idea!
It gave me another solution for same issue.

They are holding -associated parties, like the traveling peasants. They patrul the holding and it´s associated villages.

They are recuited from the holding menu, with a on/off toggle. Default is 1 party for Castles and 2 for Cities. A building upgrades their partysize and at lvl 2 allows another deputy. They are led by a deputy un-named troop alike Caravan Leader/Bandit Leader.
Their stroops should ideally be specified as for countering the faction bandit counterpart.
IE they are a party over which you have no control, they have a increased mapspeed to avoid war-related battles, they does only join defensive raid-battles or any battle with criminal troops.

Having them active costs money and greatly decreases militia-groth.
 
Let us hire Sheriffs. They can be wanderers/companions or family/clan members - assigned like a governor is. The Sheriff will go around deputizing (recruiting) troops, and their job will be to patrol the city/castle and its villages they are Sheriff of. They will actively seek bandits and looters. They will run from enemy armies and parties larger than them. Their success increases the reputation of the lord they belong to, actively over time.

This can be an option for a player just starting out. Have a good enough reputation/relationship with a local lord, and the right skills, and you can work as a Sheriff for them. Similar to mercenary.

Sheriffs become a minor clan upon creation. They can be given a max of three deputies, like minor clans have. These deputies will assist the Sheriff in patrolling their assigned settlement/castle. If the Sheriff dies, you have to choose their replacement.

So essentially, a custom mercenary/minor clan faction that is programmed to hunt bandits and looters every day, and rest at least once a day for a short time. The schedule can be random to keep them active at both day and night.
+1
Sounds like a great idea, maybe like that we'll have the patrols that wandered around in WFAS
 
Great idea!
It gave me another solution for same issue.

They are holding -associated parties, like the traveling peasants. They patrul the holding and it´s associated villages.

They are recuited from the holding menu, with a on/off toggle. Default is 1 party for Castles and 2 for Cities. A building upgrades their partysize and at lvl 2 allows another deputy. They are led by a deputy un-named troop alike Caravan Leader/Bandit Leader.
Their stroops should ideally be specified as for countering the faction bandit counterpart.
IE they are a party over which you have no control, they have a increased mapspeed to avoid war-related battles, they does only join defensive raid-battles or any battle with criminal troops.

Having them active costs money and greatly decreases militia-groth.

Pretty good suggestions. I especially like that they decrease militia in cities and castles. Offset that by increasing prosperity as well. So even if they're not completely cleansing the countryside of bandits and looters, at least there is an economic benefit for the most part.

I had another thought to add to this; Sheriffs of the city/castle make it harder for successful escape attempts from lords in your dungeons.

And, if the Sheriff has negative attributes like devious, cruel, etc..., the relationship of minor characters slowly gets worse with the lord of that village/city/castle over time. But if they have positive attributes then relationships can improve over time.
 
最后编辑:
I especially like that they decrease militia in cities and castles.

Yes, I appeal to the thought of a concept of militia as a currency for different things. They should give a sense of manpower and recruiting base for landed lords. Now the militia-boosting buildings feels abit meeh.

This is one way to spend them.

Another is kickstarting a new party. Both for AI and player. Castles and cities gets an option for owner to from menu create a party from Milita. For a fee, militia is transformed into recruits.

Militia growth should have equilibrium effect based on current prosperity and buildings. Without boost they should stop growing. I have no numbers for comparason.
 
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