SP - General Taking prisoners is currently pointless

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  • I can't take the women as my concubine(s)
    • I like this, but there is not really a mechanic in the game outside of marriage that would relate to this.
    • Potential suggestion - Add concept of indentured servitude for minor faction companions

potential suggestion - insert prima nocta as an political thing and you get a chance to get one soon to be married peasant pregnant
 
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take their armor and persuade them to join you when send them to prison or use like slave in your city to improve build speed ,...
or they can't attack you because your leader in you prison and you can trade it with castle or somethings
 
Aight, let's get this ball rolling.
  • The money I earn from my fiefs and the battle loot has me rolling in cash, so their ransom is pointless.
    • Great, so you're rolling in cash. Then don't take prisoners if you don't want anymore cash
    • Potential suggestion - Increase ransom fees for prisoners
      Additional suggestion: take ransom from actual coffers of that clan instead of being injected into the game. Then money is worth double - not only do you get it, your opponents lose that amount.
      Additional suggestion: make ransom negotiable (charm and/vs trading), with additional factor of Unable to attack X forces for Y days
  • They escape way too fast/often to make holding them in your party to prevent them rejoining battle a legitimate option
    • Yes, prisoners can escape. Which means don't just hold on to them indefinitely.
    • Potential suggestion - Decrease chance for prisoner escape
      Adjusting the chances for escape where escaping from moving army stays as is now, and escaping from a castle is impossible without insane roguery skill would mean attacking a castle (with an army or roguery) to release them would be a feature. Or just threathning the castle so they get moved, and have a chance to escape or be rescued. Or the main army could maneuver to make sure the prisoner detachment can get them to next dungeon. This is actually based on me having to move prisoners from a doomed castle.
  • I don't get the option of refusing ransoms. further compounding the above
    • Not sure I follow this...if you don't want to ransom them, then don't?|
      Game flat out states we can hold them longer for higher ransom. This seems like a good but yet not implemented feature, so there's no need to get uppity on this point.
      Refusing ransoms could lower standing by -1 with head of clan, letting us sabotage our future for gold - self defeating features like this reward long term planning.
  • I can't talk to them in the dungeon and try and make them see the error of their ways
    • Fair. Suggestion is to allow conversations with prisoners with some options, such as negotiating their release or join user faction
  • When I grossly out number them, they're all "hey, I don't want to fight", but I get nothing from this.
    • Armies of lords don't currently seem to surrender, but looters and bandits surrender all the time.
    • Potential suggestion - Outnumbered faction armies can surrender
  • I can't convince non-family heads to break away from their clan.
    • Yes you can, just not after they are captured. See note above
  • I can't let them go after the initial capture for some bonus relation
    • So don't capture them and get the relation bonus after the battle? If you're just going to let them go anyway why wouldn't you do this? The only reason I could see would be to keep them off the battlefield for a few days, which given how quickly the respawn with troops anyways I don't see this as very important
    • Potential suggestion - release post-capture increases relation/charm (same as if released after battle)
    • Potential suggestion - Increase time for released lords to raise an army
      No suggestion - just want to point out that this would be fixed if other suggestions above are implemented.
      Conjecture of inescapable castles, prisoners being worth to break out from them, being able to negotiate non-aggression and increasing their pliability to negotioation would make for several interesting strategies. I would LOVE for the merc with 0 skill with tactics to come back with troops he has taken away from the only non-retarded leader that is non sitting in my dungeon. Have at it.
  • I can't take the women as my concubine(s)
    • I like this, but there is not really a mechanic in the game outside of marriage that would relate to this.
    • Potential suggestion - Add concept of indentured servitude for minor faction companions
      The fawning and mods that re-inject women servitute to the game make me think this is a good idea not to implement it in base game. Not because of the game, because of the players and what we've seen them do and ask for. Ew, guys.
  • Nobles aren't worth much in negotiating for peace
    • There already is a section on the Barter screen to exchange prisoners, but I haven't seen it work yet
    • Potential suggestion - Allow captured prisoners to be used as bargaining chips during barter
      Additional suggestion: trading in newborns. Taking children of nobles to ensure peace was a timeless classic.
Additional suggestion: released and escaped prisoners turn into brigands. Post and mid war Europe had at times experienced this issue (ie France during 100 years war, Silesia during most of late medieval period). It'd add a mechanic where small time raiding behind enemy lines or just capture and release projects could sabotage enemy economy.
Issue: spawn them away, make invisible, count as peasants or add 100% surrender for a short time period to avoid farming looters for exp.
 
I take prisoners early game for extra cash.
Late game I only take troops that I use in my army for additional recruitment.
Nobles I always release as it is a good way to gain relations.
Plus if you do take them prisoner to slow enemy reinforcements down they escape too quickly anyway.
 
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