StewVader
Sergeant
Economy/Trade Ideas:
We need so much more here than just buy low sell high. Its kinda ridiculous really how boring and tedious this is, when it could be so much better with just some flavor quest, or dynamic events, or game mechanics that support a merchant path to power.
Additionally, we need custom Artisan notables in each village based on what that village produces. For example, if a village produces iron ore, we should see a blacksmith like Artisan who produces ironworks goods or special iron that can be used for crafting special items. Apply this thinking to each village and each commodity and you get a lot of flavor for not much work.
Villagers need to BUY items from towns. I think this would help with workshop income being so insignificant and help create more demand for items that will make trade more interesting. For example, in times of war villagers will buy more food/tools/weapons from the towns. In winter they will buy more clothes/wood etc. Again, apply this kind of thinking overall and we get much more immersive.
Embargos should be a thing. Kingdoms should be able to close off trade (via caravans) with Kingdoms they don't like or are trying to provoke. Speaking of Trade, we just need way more trading going on period. Villages should be able to go to whatever town they want as long as trade relations are good. Currently, villagers just go to the nearest town of their affiliated kingdom.
Settlement Ideas:
Can Castles please DO SOMETHING? Honestly, Castles should have a unique troop party called Castle Militia, which is better than normal militia and has a NPC Castilian who can lead parties out to engage parties who enter the area's zone. Castles should also always have Noble troops available for recruitment, this just makes so much more sense than noble units coming from villages. Also, for F's sake, put a stash in castles, why this has to be asked for I have no idea.
Special Castle Events - like grand melees / Archery contest or competitions between kingdom for these events.
Improvements should require RESOURCES. If you want to improve your castle or town (I wish we could improve villages) you should have to accuire the natural resources to do so (hardwood, clay, ironore, oil, etc). TW can decide what amounts would be necessary.
Diplomacy:
I know people are really happy with the things said by Mexxico in the other post, but, I got a much bleaker and pessimistic perspective from reading his comments. I got the feeling that there is a desire to only do easy fixes rather than reworks for the glaring problems with diplomacy and kingdom relations. The diplomacy features just don't feel very good currently, none of it, why are there just arbitrary votes for war? There really needs to be claims or casus belli to explain why things are happening and to provide penalties to aggressors who don't have a cause for war. Also the new improvements just delay snowballing with bandaids rather than fixes the core problems with Sturgia (really weak) and the Khans (over powered). There are fundamental problems here, which have been discussed at length. There is talk that rebellions will fix this issues, but I just don't see how.
AI relations/ politics:
Currently even if you have 100 relation with the AI npc's it does nothing. We need dynamic options and text with each AI NPC based on our relationship with them and we need ways to SUBVERT relations between NPCS. There is no politics, its more like each kingdom is a hive mind. There should be small factions within each Kingdom that have common interest that create voting blocs for actions and policies.
There is so much more that could be implemented, basic things that I think many of us expected to be included from the beginning, but alas here we are, still clamoring for more interesting things to do in the game than just hire archers and faceroll bad AI.
We need so much more here than just buy low sell high. Its kinda ridiculous really how boring and tedious this is, when it could be so much better with just some flavor quest, or dynamic events, or game mechanics that support a merchant path to power.
Additionally, we need custom Artisan notables in each village based on what that village produces. For example, if a village produces iron ore, we should see a blacksmith like Artisan who produces ironworks goods or special iron that can be used for crafting special items. Apply this thinking to each village and each commodity and you get a lot of flavor for not much work.
Villagers need to BUY items from towns. I think this would help with workshop income being so insignificant and help create more demand for items that will make trade more interesting. For example, in times of war villagers will buy more food/tools/weapons from the towns. In winter they will buy more clothes/wood etc. Again, apply this kind of thinking overall and we get much more immersive.
Embargos should be a thing. Kingdoms should be able to close off trade (via caravans) with Kingdoms they don't like or are trying to provoke. Speaking of Trade, we just need way more trading going on period. Villages should be able to go to whatever town they want as long as trade relations are good. Currently, villagers just go to the nearest town of their affiliated kingdom.
Settlement Ideas:
Can Castles please DO SOMETHING? Honestly, Castles should have a unique troop party called Castle Militia, which is better than normal militia and has a NPC Castilian who can lead parties out to engage parties who enter the area's zone. Castles should also always have Noble troops available for recruitment, this just makes so much more sense than noble units coming from villages. Also, for F's sake, put a stash in castles, why this has to be asked for I have no idea.
Special Castle Events - like grand melees / Archery contest or competitions between kingdom for these events.
Improvements should require RESOURCES. If you want to improve your castle or town (I wish we could improve villages) you should have to accuire the natural resources to do so (hardwood, clay, ironore, oil, etc). TW can decide what amounts would be necessary.
Diplomacy:
I know people are really happy with the things said by Mexxico in the other post, but, I got a much bleaker and pessimistic perspective from reading his comments. I got the feeling that there is a desire to only do easy fixes rather than reworks for the glaring problems with diplomacy and kingdom relations. The diplomacy features just don't feel very good currently, none of it, why are there just arbitrary votes for war? There really needs to be claims or casus belli to explain why things are happening and to provide penalties to aggressors who don't have a cause for war. Also the new improvements just delay snowballing with bandaids rather than fixes the core problems with Sturgia (really weak) and the Khans (over powered). There are fundamental problems here, which have been discussed at length. There is talk that rebellions will fix this issues, but I just don't see how.
AI relations/ politics:
Currently even if you have 100 relation with the AI npc's it does nothing. We need dynamic options and text with each AI NPC based on our relationship with them and we need ways to SUBVERT relations between NPCS. There is no politics, its more like each kingdom is a hive mind. There should be small factions within each Kingdom that have common interest that create voting blocs for actions and policies.
There is so much more that could be implemented, basic things that I think many of us expected to be included from the beginning, but alas here we are, still clamoring for more interesting things to do in the game than just hire archers and faceroll bad AI.
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