Tawny
Regular
One of the potentially great systems in the game is the recruitment system, with notables rising or falling in power and handing out quests that contribute towards this. Currently the potential is not realized due to several factors.
Issue 1: As you reach higher clan levels you don't have as much time to manually resolve issues for notables anymore. Use companions you say? See below.
Issue 2: Quest scaling means that using companions to handle issues only works early game, because the requirements become very steep at higher clan levels. You just can't get companions that have 150+ in several skills, so almost no issues can be delegated anymore.
Issue 3: Recruits spawn as basic recruits from their faction (including nobles). And most of the time these recruits are hoovered up by the AI so fast that they never progress beyond that. This particularely hurts the empire player, as the empire noble line is not available via Disciplinarian. You are left with the "Extortion by deserters" issue or rescuing prisoners/fighting empire lords. This workaround is very ineffective if you are commanding an army because other commanders get their share of the prisoners and you can't exchange them in any way.
My suggestions:
1. Lock the AI out of the two highest relation recuitment slots when the player gets access to them. This will incentivize us to spend time and resources on helping notables, as well as reward us for it.
2. Change or remove the level scaling for issues so companions can handle them. If it must remain, at least lower the reqirements. For example one required skill only, and at a reasonable level.
3. Allow us to assign a companion to a village (or all villages bound to a fief) for an indefinite time period, and give notables there a small power and relation boost over time (with no issues coming up because they are handled by the companion). This way we can "protect" the areas we want to recruit from.
Issue 1: As you reach higher clan levels you don't have as much time to manually resolve issues for notables anymore. Use companions you say? See below.
Issue 2: Quest scaling means that using companions to handle issues only works early game, because the requirements become very steep at higher clan levels. You just can't get companions that have 150+ in several skills, so almost no issues can be delegated anymore.
Issue 3: Recruits spawn as basic recruits from their faction (including nobles). And most of the time these recruits are hoovered up by the AI so fast that they never progress beyond that. This particularely hurts the empire player, as the empire noble line is not available via Disciplinarian. You are left with the "Extortion by deserters" issue or rescuing prisoners/fighting empire lords. This workaround is very ineffective if you are commanding an army because other commanders get their share of the prisoners and you can't exchange them in any way.
My suggestions:
1. Lock the AI out of the two highest relation recuitment slots when the player gets access to them. This will incentivize us to spend time and resources on helping notables, as well as reward us for it.
2. Change or remove the level scaling for issues so companions can handle them. If it must remain, at least lower the reqirements. For example one required skill only, and at a reasonable level.
3. Allow us to assign a companion to a village (or all villages bound to a fief) for an indefinite time period, and give notables there a small power and relation boost over time (with no issues coming up because they are handled by the companion). This way we can "protect" the areas we want to recruit from.