So it's a choice between Notbandits or Blackguard then. Notbandits sounds like fun though.
- edit:
Quick update. Still working on it, but each faction will now have different systems for their Irregular troops and Militia (Defenders). I've decided to do it this way because each faction has its own style of recruitment. For the most part it will still be the same as previously announced, but here are the main differences:
Khergit Khanate
There are no such things as irregular troops for the Khergits. All Khergits are supposed to be nomadic warriors and hunters and their able-bodied men all join the regular army. Their Militia are the women in addition to the men stationed at garrisons. Their "irregular troops" are conscripts from the Vaegirs and Sarranids, the able-bodied men of territories that the Khergits captured.
Khergit officers can be recruited from villages, castles and towns. The conscripts can not be recruited from villages. To recruit conscripts, you need to talk to an officer in a Khergit castle or town (for now it's just an interface thing in the castle and town menu--no actual NPC), and he'll transfer some conscripts into your party. There are a limited number of conscripts per town and castle, so you generally can't recruit as many of them as you can with the irregulars of the other factions. However, unlike the other irregular trops they also will never leave your army even if you don't get into combat for a while and never pay them, but they will desert your army if you don't have enough food.
Kingdom of the Nords
Nord Militia can be recruited via a militia officer and can be taken into war, unlike most other militia. However, they will not automatically show up at towns to help defend. You need to station their officers in the garrison as with the other troops. AI-lord owned towns and castles will still try to recruit their own officers based on the wealth of the owner and region however, while the ones owned by players need to be manually filled.
Nord irregulars are Berserkers, not particularly prized for their discipline despite their skill in combat. They're somewhat more difficult to maintain than most other irregulars. Not getting in a big battle for more than a week will cause many of them to leave until you get into a difficult battle (defined by the enemy numbers being roughly equal to or greater than the number of Berserkers in your army).
Rhodok Republic
Rhodok irregulars are also militia and recruitable via a militia sergeant. These are special militia units that are not the same units that show up to defend a town or village, particularly trained for small offensive maneuvers and support (crossbowmen and fast-moving spearmen). These can be stationed at garrisons but are not particularly effective for siege defense due to not having shields and the spears being too long for siege combat.
Other than that, the militia and irregulars for the other factions behave as expected. Militia will show up to defend a town and a village, irregulars are recruitable from villages for free but require you to get into at least one battle where the enemy is at least 1/3 of the number of irregulars per week for their wages or else they will leave.
Also, take note that you can't cheat and stuff regular troops into garrisons without officers. The scripts will still check the balance of officers per regular troop even in garrisons (and fill them up as necessary as well), so if you try to put your regulars into a garrison and have your officer in your party fill your party back up, the regulars in the garrison that have no officer will also abandon the garrison.
You pay full wages even for garrisoned officers, but mercenaries will take half wages.