Siegfried91
Recruit

Over the summer I picked up and played Mount and Blade a great deal. With the release of Warband coming up, I'm thinking about playing it again, however the upcoming release (and having just finished a unit in College on Medieval History) has me thinking about certain peeves I had with the M&B, mainly regarding the functionality of factions. Having modding modded ES games in the past, I was thinking about trying to mod some of the problems away myself. That leads me to my primary peeve:
The politics of Calradia never Change
Sure once in a while a lord is captured or a castle falls to a rival kingdom, but aside from what I do myself, M&B world in terms of territory and politics never change. In all my playtime a Town never fell to one faction or the other except when I captured it myself. Furthermore after studying the middle ages recently, I realize politics were much much more decentralized than a group of nobles being completely loyal to one of 5 Kings. So in the interest of remedying this issue I've come up with a number of ideas, but they beg the question "Is it possible?"
-Each Town that is not ruled by a King is more or less an Autonomous Kingdom in and of itself.
*Those town are treated as separate Kingdoms by the game (not referred to as such ingame), but allied with eachother and predisposed to remain in alliance
*Each town (and its tributary fiefs) has a seperate color variation (ex, Sargoth is the Standard Nord yellow, but Wercheg is a Dark yellow)
*The Towns have the potential to rebel and shift alliance (color change would be nice, but I doubt it is possible)
*One or two neutral cities exist on the map (apparently this existed in M&B and then was cut)
-Bandit Factions
*There are a few "bandit lords" scattered around the game world
+These "Lords" start the game without any troops like the player does, and over time gain bandit followers
+They will not align with a traditional kingdom under any circumstances
*In particularly wartorn areas a group of bandits with a lord may conquer a poorly defended castle or two, thus altering regional politics
*Potential for player to swear fealty to a bandit and eventually form the marauders into a viable kingdom
-Destabilizing Events; Potential random happenings to tip the balance of power
*Plagues: % chance to strike a town and decrease population by 30-80% in the town and surrounding fiefs
*Depression: % chance to reduce the prosperity of a town and surrounding fiefs by 1+ rank
*Famine: % chance to ???
+Not sure what a good effect would be I was thinking troops are weakened/Lords go into battle with only recruits
+Causes kingdoms to become more warlike, break alliances and raid villages
-New Celtic Themed Faction
*Further alters the battle of power in Calradia
*Horde and Guerilla tactics
+Higher numbers of troops in battle, but weaker
*Lightly armored, mobile, high damage troops
+Interesting new units like war dogs (maybe)
*Alternatively a barbarian or Moorish themed faction
-Church Pseudo-Faction
*Modelled after medieval Christian Church
*Allied (permanently) with factions that adhere to its faith, likely Rhodoks, Nords, and Swadia
*Lacks an army and has very limited traditional infrastructure at the game's outset
+Weakened by wars between aligned "Faith factions"-- Rhodoks, Swadia, etc
+Offers greater stability within aligned factions-- less chance for disasters?
*A few Lords with elite groups of Knights (a la Templars, Hospitallers, Teutonic Knights, etc)
*Crusades against "pagan" countries, Knights can capture territory and recruit from the local populace, thus forming into a more traditional "Kingdom"
*Offers unique quests
-Improved AI
*Lords will actually mass together and finish sieges of Towns, instead of launching a siege for 2 days then going home
*Deposed Heirs may launch a revolution without the player's aid based on a very low % chance and a weekend kingdom
+Gain Lords from the opposing faction
+Only one revolution will ever take place at any given time
Obviously this is a lot, and I don't intend to try implementing it all tomorrow, but if plausible I would certainly like to take a stab at adding some of it in bit by bit; particularly the bandit lords and the Celt Faction. Anyway I am open to suggestions, and that brings me back to my main question:
"Is it plausible?"
The politics of Calradia never Change
Sure once in a while a lord is captured or a castle falls to a rival kingdom, but aside from what I do myself, M&B world in terms of territory and politics never change. In all my playtime a Town never fell to one faction or the other except when I captured it myself. Furthermore after studying the middle ages recently, I realize politics were much much more decentralized than a group of nobles being completely loyal to one of 5 Kings. So in the interest of remedying this issue I've come up with a number of ideas, but they beg the question "Is it possible?"
-Each Town that is not ruled by a King is more or less an Autonomous Kingdom in and of itself.
*Those town are treated as separate Kingdoms by the game (not referred to as such ingame), but allied with eachother and predisposed to remain in alliance
*Each town (and its tributary fiefs) has a seperate color variation (ex, Sargoth is the Standard Nord yellow, but Wercheg is a Dark yellow)
*The Towns have the potential to rebel and shift alliance (color change would be nice, but I doubt it is possible)
*One or two neutral cities exist on the map (apparently this existed in M&B and then was cut)
-Bandit Factions
*There are a few "bandit lords" scattered around the game world
+These "Lords" start the game without any troops like the player does, and over time gain bandit followers
+They will not align with a traditional kingdom under any circumstances
*In particularly wartorn areas a group of bandits with a lord may conquer a poorly defended castle or two, thus altering regional politics
*Potential for player to swear fealty to a bandit and eventually form the marauders into a viable kingdom
-Destabilizing Events; Potential random happenings to tip the balance of power
*Plagues: % chance to strike a town and decrease population by 30-80% in the town and surrounding fiefs
*Depression: % chance to reduce the prosperity of a town and surrounding fiefs by 1+ rank
*Famine: % chance to ???
+Not sure what a good effect would be I was thinking troops are weakened/Lords go into battle with only recruits
+Causes kingdoms to become more warlike, break alliances and raid villages
-New Celtic Themed Faction
*Further alters the battle of power in Calradia
*Horde and Guerilla tactics
+Higher numbers of troops in battle, but weaker
*Lightly armored, mobile, high damage troops
+Interesting new units like war dogs (maybe)
*Alternatively a barbarian or Moorish themed faction
-Church Pseudo-Faction
*Modelled after medieval Christian Church
*Allied (permanently) with factions that adhere to its faith, likely Rhodoks, Nords, and Swadia
*Lacks an army and has very limited traditional infrastructure at the game's outset
+Weakened by wars between aligned "Faith factions"-- Rhodoks, Swadia, etc
+Offers greater stability within aligned factions-- less chance for disasters?
*A few Lords with elite groups of Knights (a la Templars, Hospitallers, Teutonic Knights, etc)
*Crusades against "pagan" countries, Knights can capture territory and recruit from the local populace, thus forming into a more traditional "Kingdom"
*Offers unique quests
-Improved AI
*Lords will actually mass together and finish sieges of Towns, instead of launching a siege for 2 days then going home
*Deposed Heirs may launch a revolution without the player's aid based on a very low % chance and a weekend kingdom
+Gain Lords from the opposing faction
+Only one revolution will ever take place at any given time
Obviously this is a lot, and I don't intend to try implementing it all tomorrow, but if plausible I would certainly like to take a stab at adding some of it in bit by bit; particularly the bandit lords and the Celt Faction. Anyway I am open to suggestions, and that brings me back to my main question:
"Is it plausible?"


