Alright, the idea with the manors is this. Villages are supposed to be as a small towns then villages. So that's what I want them to be. Current villages will have mostly cosmetic changes to make them seem like a small town.
The new type of settlements, which I call manors, will apear. There type and loaction are dinamic, ie both there type and the place on the map is randomized as each new game. Each village will have one and each town will have two manors. The main purpose of them is to give certain bonuses to the towns and villages they are bound to - either by spawning some special walkers or give bonuses to the merchants of the town. This idea is also to make the map less "empty" as some people complained about it.
So far I thought up of these types of manors so far and there bonuses:
Those that effect both villages and towns:
Whorehouse - spawns whorse in taverns/villages.
Monestry - spawns a priest in taverns/villages.
Mercanery camp - Extra place to recruit merceneries.
Those that will only effect towns:
Horse breeder - More horses for the horse seller.
Blacksmith - More/Better Weapons and Armors for the armorsmith and weaponsmith.
Trader - More things for the Goods merchant.
The idea is still in "brewing", so it's possible I'll make some adjustments to it - as currently it seems more gameplay like then realistic - It's not like there wouldin't be any whores around if there weren't any brothels in the vcinity of the town. So other way to appraoch them is tie them to the production of the village/town. So if village would have a Hunting village bound to it, the village would produce more furs(in such increasing them both in towns and village inventories). And insted of one global "blacksmith" there could be say - a manor of some fame master spearmaker, which would increase the production of spears and lances in towns. Master Helmeth Smith -that would increase the amount of helmets in towns, ect, ect. This would also allow the player to build such improvements to towns and villages as well(they still will be some assigned at the beggining of the game).
Perhaps you have a better idea to how to intoduce manors to the mod? Or perhaps you have more ideas for manor types? Well it's you're time to shine(and do it fast, becouse I'll decide how to approach them and start introducing them tonight).
Also manor idea is that they don't realy interect much with the rest of the world(to save resources, which the mod allready eats alot). So while the player could visit them and they could possibly be infested by bandits(or something like that), they will be ignored by most of the rest of the world. There are mainly for player (and prosperity) benifits.
oh and this is how they look currently