SP - General Suggestion. Make training grounds the new main source of training, especially for recruits. Add recruiters and patrols in the game.

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andycott

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?
Make the new main source of training - training fields in fiefs. And add recruiters in the game. AI lords are busy making their job too much.

Training fields are already in the game, but they should become more effective in general, especially for low tier troops and the best way to gain EXP for recruits. Training fields should be even more effective than fighting for recruits.
Than the higher the tier, the less EXP the troops gain.

Mods, which partly realize the ideas of training outside the battles and training fields , and which can be easily implemented in the game.
Also you can't spam the training (72 hours cooldown between training) and troops even get wounded, but don't die, so it's already very good and will not become an exploit.
Different. Garrison improvements lets towns and castles recruit their prisoners into their garrisons. It also allows you to set how much bonus xp your garrison will receive from your Training Field building. Garrisoned troops that get upgraded will also send the cost of their upgrade to the clan leader.

Mod "recruiter", which can be easily implemented in the game too.
Also a recruiter mod, but a very different one. Not what I was thinking about. But of course an option.

A hybrid between garrison and recruiter

It's sensible to add an ability to hire patrols in the game too. Also easy to implement.
Mod "BuyPatrols"

Some reasons how it would help and help a lot.
Automation of the recruiting and training
processes, which is useful all of the time, but especially in the late stages of the game. Recruiters recruit recruits and take them to the fief where they will be trained on training grounds without player's/lord's help.
There will be no more naked armies, unless an army is in a hurry to fight with someone. No more wandering around only to recruit some dirty villagers, lords have other important things to do.
Partly can solve the snowball effect - now both AI lords and human player will have to wait a bit for recruited villagers to become more effective, instead of always attacking with useless recruits.
If you want, you may risk losing potential nice soldiers by taking them in the fight without armor and skills, but it's better to wait until their training is over.
Also it's more realistic and logical. Fits into the system.
Easy to implement in the game.

UPD. Why it is logical and how it can look like. Training grounds tiers can be like this:
1. You hire a sergeant, who drills garrison troops. Gives max EXP to recruits and a little to everyone else, like stated above. The higher the tier, the less EXP the troops gain.
2. You add a major, who adds EXP gain to everyone.
3. You add a retired general, who can give more EXP even to experienced elite troops.
Also in a perfect situation all this needs to be paid from the start and maintained in process.
But at least it can do without more complexity for now.

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UPD. Some of my other threads, which are not exactly connected with this topic, but can make this game better in one way or another:
Tools to balance food and prosperity. Detailed suggestions for food shortages.
Build your own fief with future upgrades. Detailed.
Capitals/all fiefs with unique buildings and additional opportunities.
Suggestions. Maths and Winter attrition for balance. Detailed explanation
Hideout difficulty. A possible solution, both if you like or hate them. Detailed.
Suggestion. Building in towns and castles is way too fast and free. Maintenance.
 
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This entirely defeats the purpose of lords mustering their own army. Might as well make recruits magically appear in their armies.
 
Might as well make recruits magically appear in their armies.
Lol. It's already what's happening.

I totally back this suggestion, yet I read somewhere that these training grounds should have a max level a unit can get.
Like max tier 3, so a peasant can become kind of a soldier thanks to training, but cannot become a war veteran without actually surviving any.
 
This entirely defeats the purpose of lords mustering their own army. Might as well make recruits magically appear in their armies.
No word in this suggestion about what you said. And why should it lead to what you replied, if implemented into the game?
Nobody forces human player or lords to give up mustering armies. Everyone will still be going around the map.
If you want, you may risk losing potential nice soldiers by taking them in the fight without armor and skills, but it's better to wait until their training is over.
And absolutely no connection with making lords gain more free recruits, as they do now. Vice versa, I don't like it. They will gain only the recruits, the recruiter gives them or a lord collected himself in a village if they still will to do that even with recruiters. That's the point.

Lol. It's already what's happening.

I totally back this suggestion, yet I read somewhere that these training grounds should have a max level a unit can get.
Like max tier 3, so a peasant can become kind of a soldier thanks to training, but cannot become a war veteran without actually surviving any.
Agree.
I think in a similar way. Edited thread to avoid misunderstanding.
 
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UPD. Why it is logical and how it can look like. Training grounds tiers can be like this:
1. You hire a sergeant, who drills garrison troops. Gives max EXP to recruits and a little to everyone else, like stated above. The higher the tier, the less EXP the troops gain.
2. You add a major, who adds EXP gain to everyone.
3. You add a retired general, who can give more EXP even to experienced elite troops.
Also in a perfect situation all this needs to be paid from the start and maintained in process.
Suggestion. Building in towns and castles is way too fast and free. Maintenance.
But at least it can do without more complexity for now.
 
There is a mod that does kind of what you suggest.
Sometimes I feel like devs should just add mods to the main game :grin:
If more simplified, training grounds just need to give more EXP to troops. But there is also should be a balance between this and regular fights. So it should be a complex mod.
If I understood right, they do implement their own, similar and mod's ideas. Or at least I hope they do. Because if not, than these suggestions should be only for modders, who surely do.

Added these two. But these are not exactly what I was talking about. Still they serve similar purpose.

One of the main reasons why a lot of new stuff from mods should be implemented in the game is because there's too much of them and all these are very useful and make the game only better, but not all are compatible and sometimes may not work with updated versions of the game. Currently I'm playing with 21 mods and their number will only grow, most of them needs to be a part of the game and some even fix game's problems.
 
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I love the idea of making use of training grounds in castles and cities. I think it should be a somewhat slow process still, a bit boosted if you take part in it depending on your leadership/steward skills. Like having sparring sessions with your troops (once a day, and afterwards some hours pass), similar to what you could do at training camps in Warband. Imagine those sparring sessions could be a lot of fun with a good combat AI.
 
I didn't check out each mod specifically, but I do agree that patrols need to be added back into the game. Without patrols, it's making it impossible to run a city or castle.
 
?
Make the new main source of training - training fields in fiefs. And add recruiters in the game. AI lords are busy making their job too much.

Training fields are already in the game, but they should become more effective in general, especially for low tier troops and the best way to gain EXP for recruits. Training fields should be even more effective than fighting for recruits.
Than the higher the tier, the less EXP the troops gain.

Mods, which partly realize the ideas of training outside the battles and training fields , and which can be easily implemented in the game.
Also you can't spam the training (72 hours cooldown between training) and troops even get wounded, but don't die, so it's already very good and will not become an exploit.
Different. Garrison improvements lets towns and castles recruit their prisoners into their garrisons. It also allows you to set how much bonus xp your garrison will receive from your Training Field building. Garrisoned troops that get upgraded will also send the cost of their upgrade to the clan leader.

Mod "recruiter", which can be easily implemented in the game too.
Also a recruiter mod, but a very different one. Not what I was thinking about. But of course an option.

It's sensible to add an ability to hire patrols in the game too. Also easy to implement.
Mod "BuyPatrols"

Some reasons how it would help and help a lot.
Automation of the recruiting and training
processes, which is useful all of the time, but especially in the late stages of the game. Recruiters recruit recruits and take them to the fief where they will be trained on training grounds without player's/lord's help.
There will be no more naked armies, unless an army is in a hurry to fight with someone. No more wandering around only to recruit some dirty villagers, lords have other important things to do.
Partly can solve the snowball effect - now both AI lords and human player will have to wait a bit for recruited villagers to become more effective, instead of always attacking with useless recruits.
If you want, you may risk losing potential nice soldiers by taking them in the fight without armor and skills, but it's better to wait until their training is over.
Also it's more realistic and logical. Fits into the system.
Easy to implement in the game.

UPD. Why it is logical and how it can look like. Training grounds tiers can be like this:
1. You hire a sergeant, who drills garrison troops. Gives max EXP to recruits and a little to everyone else, like stated above. The higher the tier, the less EXP the troops gain.
2. You add a major, who adds EXP gain to everyone.
3. You add a retired general, who can give more EXP even to experienced elite troops.
Also in a perfect situation all this needs to be paid from the start and maintained in process.
Suggestion. Building in towns and castles is way too fast and free. Maintenance.
But at least it can do without more complexity for now.

_________________________________________
_________________________________________

UPD. Some of my other threads, which are not exactly connected with this topic, but can make this game better in one way or another:
Tools to balance food and prosperity. Detailed suggestions for food shortages.
Build your own fief with future upgrades. Detailed.
Capitals/all fiefs with unique buildings and additional opportunities.
Suggestions. Maths and Winter attrition for balance. Detailed explanation
Hideout difficulty. A possible solution, both if you like or hate them. Detailed.
I whole heartedly agree on this point, I even suggested making use of hte training grounds and the idea of being able to upgrade them is even better! +1
 
I love the idea of making use of training grounds in castles and cities. I think it should be a somewhat slow process still, a bit boosted if you take part in it depending on your leadership/steward skills. Like having sparring sessions with your troops (once a day, and afterwards some hours pass), similar to what you could do at training camps in Warband. Imagine those sparring sessions could be a lot of fun with a good combat AI.
Agree, the speed of training should also depend on the speed of EXP gaining in battles for balance.

I didn't check out each mod specifically, but I do agree that patrols need to be added back into the game. Without patrols, it's making it impossible to run a city or castle.
Agree. Especially in the late stages of the game or if you simply have a lot of fiefs. Without the patrols like in mods, you'll endlessly have to babysit your fiefs.
Also check out this suggestion.
Tools to balance food and prosperity. Detailed suggestions for food shortages.
Without implementing some of the ideas from it, you will still have to babysit them even with patrols, of course if you care for these fiefs and garrisons, which you place there.
 
Can't agreed more. As of now the almost only training way is though real battle, which mostly means bandits and LOOTERS. Oh "poor" looters. Which is fine but just not so legit I always think.

Also like to add on the idea of recruiters which remind me of a lord quest in Warband "The lord asked you to recruiter some soldiers for him." So we already have notables as local figures like land owners, headsmans, ganleaders, merchants, and the high up figures like nobles and the rulers. There seems to me should be a "middle class" that acts like a role in between. The rebels, mercs, companions currently in game is kinda it in this sense but they count as noble for now. Ideally, "the middle" should contains rebels, mercs, companions and for example recruiters, stewards, legate, sergeant (especially on battlefield?) alike.
 
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Can't agreed more. As of now the almost only training way is though real battle, which mostly means bandits and LOOTERS. Oh "poor" looters. Which is fine but just not so legit I always think.

Also like to add on the idea of recruiters which remind me of a lord quest in Warband "The lord asked you to recruiter some soldiers for him." So we already have notables as local figures like land owners, headsmans, ganleaders, merchants, and the high up figures like nobles and the rulers. There seems to me should be a "middle class" that acts like a role in between. The rebels, mercs, companions currently in game is kinda it in this sense but they count as noble for now. Ideally, "the middle" should contains rebels, mercs, companions and for example recruiters, stewards, legate/sergeant(especially when on battlefield?) alike.
Agree, some new specialists in a very narrow scope, including recruiters, will of course make life of both player and lords much easier.
 
Yes, frankly saying, without 20+ mods I' having, including these, I wouldn't even think about starting a new campaign.
Could you tell me please which ones are you using? I would also like to try a new campaign with mods but I have never played with them before. I am always a bit hesitant to use them. It always makes me wonder whether it will make the game unbalanced or be played in a way it is not meant to by developers. I know it might sound stupid but I just have to break my inner barrier...
 
Could you tell me please which ones are you using? I would also like to try a new campaign with mods but I have never played with them before. I am always a bit hesitant to use them. It always makes me wonder whether it will make the game unbalanced or be played in a way it is not meant to by developers. I know it might sound stupid but I just have to break my inner barrier...
The best way to find the mods, which will suit personally you is to look through nexus. When huge overhaul mods start to appear, hope for moddb.
For me these are the best sources.
The best way to play a game is to play as you like it, not like devs want you to. Mods are great in this. Right now there are no overhaul mods. If devs fulfill what promised, when these appear, hope that's the real time to start playing Bannerlord.

I'm using these at the moment, including ones from the suggestion. But there are lots of other different interesting mods. Maybe some will be missed or maybe a couple of unused at the moment, because I have lots of bookmarks.

Graphic enhancer mods, which I don't use. But maybe in future.

This can be useful. Not a mod - a save file for fast start as in a Kingdom to test everything you want to know about being a faction leader in the game with or without different mods. Or just to start as a king if you don't want to start all over again.

Other interesting mods, which may interest you.
 
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