Warning: walls of text regarding the systems I'm working on right now!
Topic: Wages, Troop Levels, Regulars vs. Irregulars vs. Mercenaries and how AI lords use them
Thinking about the wages system made me rethink how troop levels work.
It's just internal stuff but it will affect faction balance quite a bit. Originally I was intending to make faction balance limited by wages so that you would find it harder to recruit 1,000 Nords because of how expensive they are, since I firmly believe that would be quite imbalanced since they're the most effective infantry.
The large army sizes will require large amounts of money, in the area of 30,000 denars a week for a standard configuration of troop types for most factions, in your personal retinue not even counting your garrisons and patrols. If you recruit 500 Nords, the standard size for a large party for them, it would've cost about 20,000 denars a week, while a Khergit Mingghan (1,000 troops) would cost something like 33,000 a week.
This is of course offset by the large amounts of loot you get for winning in combat, and the other economic changes I'm doing, so having a standard army configuration should not make you go poor unless you don't get into combat for weeks.
Anyway based on this idea, I want to further balance the faction troops so that each of the regular soldiers are basically the same "level", which means nothing other than for auto-calc battles. So if you bring 700 regulars and the enemy has 700 regulars (martial personality lord), it would usually be a very close auto-calc battle. Actually there are many other factors other than level that affect auto-calc, such as Ironflesh apparently and other skills, perhaps even proficiencies. So...
Instead of levels, they'll have specialized proficiencies and skills that will differ based on their faction, so Rhodoks like spears and crossbows and will be very good at those, etc., and Nords will have higher levels of Ironflesh and Shield. But the troops are actually the same level. This only applies to faction regulars, who are the professional soldiers, because of the simplified assumption that every faction [in this game--not necessarily their real life counterparts] trains their professional soldiers for similar lengths of time but with focus on their faction's style.
Most armies will also include many of the irregulars, whose levels and skills will vary greatly. It's the irregulars that will be pretty much the X-factor in auto-calc battles, and the usage of irregulars or mercenaries combined with clever tactics will be the ultimate deciding factor for who wins a large battle even in the ones that the player participates in.
Now here's the balancer, which comes from wages. The regular troops have a fairly fixed salary and you can expect to pay a certain amount every week if your army size doesn't change. The mercenaries have a larger salary but are, in return, significantly more effective at certain things (300 Mercenary Pikemen will defeat 300 Rhodok Pikemen all the time barring any clever tactical usage on either side).
But the irregular troops will not have a weekly wage (!!), instead, they will be very fickle and it will be a gamble for you if you choose to take them into your army. The simplest problem will be mass desertions if you haven't been in combat in a while, since their wages are actually from shared loot instead of from your coffers. There are many other problems I have planned, including things like them causing problems in your army due to their lack of discipline.
However, irregulars are really useful because of their difference from the regular army, and their ease of recruitment and therefore their deployable numbers. You can get large numbers of these guys from taverns (like mercenaries) and villages, while the regulars are from castles and towns. Again it's up to the player what kind of army he wants to build.
One possible scenario is using an all irregular army to run raids on villages, caravans, etc., which was one of the ways they were used in real life. It's not really my thing, but I wanted to cater to the the cunning guerrilla commanders as well. Anyway the benefit of this is that you don't pay any wages for your army, while at the same time you earn a lot from loot. Your irregulars are happy just to keep fighting, etc. You can earn a lot of money from doing that, which you can later use to hire more professional armies like mercs or faction troops.
On that note, recruiting bandits will have the same effect as irregulars. One could even RP a bandit leader if he wants. I'm going to include a troop type in Player Faction that's basically bandits as their irregular troops.
Later on, I'll include an option to send your irregulars to your constable for training to turn them into regular troops. The training time will be a long process, probably 6 months or more. But it's good for long term army building, since you can't rely on your irregulars to stick around.
AI lords will use different troops based on their personality. I'm still trying to decide how it will go for some of the personality types, but I'm pretty sure I want a martial lord to use the base troop configuration for the faction. Their personality affects their strategic decisions, so the types of troops they bring will matter. Cunning lords love to raid, so they need raider type troops, etc.
That's all for now. I have so many notes but everything else is stuff that isn't worth talking about just yet lol.