Bannerlord has faster years and children to take our place. Wouldn't it be wonderful if the world changed too, beyond where the borders were and what's going on with the economy?
There are two types of changes I'd like to see
A- Stuff that always happens
B-Stuff that characters instigate at a good opportunity, which might be contested by other characters
Scripts that have far reaching effects on the game.
Now, I don't think it should be exactly like my list here. This is an example that could certainly be improved and expanded on, or simplified. The important thing is that modders get to mess with things. but also, the increased capabilities of calradria could be a nice little bit of 'level scaling', especially good for our offspring with inherited wealth! At the very least, shifts of focus would increase the longevity of each playthrough.
1000 Spring- Game starts. There's noted discontent in the empire.
1000 Autumn- Empire begins it's civil war.
1001 spring- The lands east of calradria stabilise and an increase in trade comes from those regions, affecting the price of goods for three years before they go back to war. nobles spring to capitalise on this.
1002 spring- The nords launch large scale raids on either Vlandia, Battania or Sturgia. Their choice is based on whoever was found the weakest and richest near the coast last year.
1003 Autumn- A source of gold is found near zendar, everyone jumps at eachother's throats to put their goldmine there.
1004 Winter- A surgeon writes an influential piece of work and many from this point on have increased starting stats
1008 No nords raid this year.
1009- No Nords raid this year
1010 Summer a movement is born and peasants begin to revolt for the next few years. How heavy the revolts are depends on how well they're treated/repressed.
1010 autumn-[b] A bridge is completed in Batania [/b]
1012-spring- New farming techniques are uncovered, lords can invest in a new upgrade for farms
1013 spring- Conflicts in Albion end and large numbers of out-of-work Albions and Nords travel to calradria as mercenariess. Mercenaries are cheaper until this surplus is expended.
1013 winter- An army from the south of the Aserai moves in to conquer the area. At most they take a city before being beaten back.
1015 summer- An Iron statue dedicated to butter is erected in the town that is then renamed Praven.
1020 winter- Swords become more pointy, sturgians wear taller helmets
1023 Spring A number of new fortresses are built by lords at key places.
1032 spring- Vlandia has a bloodless coup and renames itself Swadia.
1040 Summer- Iron becomes easier to produce and The quality of armour goes up. soldiers get mail a teir earlier than they would have before, and top tier units start wearing armours undiscovered.
1041 winter- The great imperial library is burned down in an accident. The Factions race to create the next big library, the winner gets more money from visitors and the libraries recruit better engineers and tacticians..
1051 winter- Seige crossbows are invented and top-teir crossbow units become available.
1070 spring- Nord raids increase in intensity.
1073-75 spring -Nords begin invasion attempts.
1100 Armour and seige weapons get a buff
1110 Nords settled in Calradria become more Calradric, they battle off other nords (assumption; Nordland is not one country)
1112 Aserai adopt curved swords from the southern corsairs that have plagued them for so long.
1120 The Rhodoks as a politically and culturally distinct faction sets itself up to emerge from the swadians.
Here's one historically inspired example I like:
1345 Foreigners arrive with guns to select ports , lords can arrange trade deals to ports and begin construction of gunsmiths and powder makers. Weapons can be bought and Gunpowder units and can be recruited, upgraded or converted in places with the resources. the Foreigners spread their trade to different ports when their initial contacts become less lucrative. Companions and mercenaries from the foreign nation become available in ports.
Seasonal or otherwise very regular changes:
People start/stop wearing coats and cloaks.
Noble Ladies change fashions.
Children are born. Some noble children are born as progidies or instigators that rapidly change the land when they come of age, whilst some are very much a disaster waiting to happen should they be in line for kingship.
Some forests shrink as a town grows.
The quality of horses may go up due to breeders, though this is something that takes a long time to be noticeable.
When a faction is defeated a lot of related bandits appear.
Sea trade occurs during the better seasons for trading.
There are two types of changes I'd like to see
A- Stuff that always happens
B-Stuff that characters instigate at a good opportunity, which might be contested by other characters
Scripts that have far reaching effects on the game.
Now, I don't think it should be exactly like my list here. This is an example that could certainly be improved and expanded on, or simplified.
1000 Spring- Game starts. There's noted discontent in the empire.
1000 Autumn- Empire begins it's civil war.
1001 spring- The lands east of calradria stabilise and an increase in trade comes from those regions, affecting the price of goods for three years before they go back to war. nobles spring to capitalise on this.
1002 spring- The nords launch large scale raids on either Vlandia, Battania or Sturgia. Their choice is based on whoever was found the weakest and richest near the coast last year.
1003 Autumn- A source of gold is found near zendar, everyone jumps at eachother's throats to put their goldmine there.
1004 Winter- A surgeon writes an influential piece of work and many from this point on have increased starting stats
1008 No nords raid this year.
1009- No Nords raid this year
1010 Summer a movement is born and peasants begin to revolt for the next few years. How heavy the revolts are depends on how well they're treated/repressed.
1010 autumn-[b] A bridge is completed in Batania [/b]
1012-spring- New farming techniques are uncovered, lords can invest in a new upgrade for farms
1013 spring- Conflicts in Albion end and large numbers of out-of-work Albions and Nords travel to calradria as mercenariess. Mercenaries are cheaper until this surplus is expended.
1013 winter- An army from the south of the Aserai moves in to conquer the area. At most they take a city before being beaten back.
1015 summer- An Iron statue dedicated to butter is erected in the town that is then renamed Praven.
1020 winter- Swords become more pointy, sturgians wear taller helmets
1023 Spring A number of new fortresses are built by lords at key places.
1032 spring- Vlandia has a bloodless coup and renames itself Swadia.
1040 Summer- Iron becomes easier to produce and The quality of armour goes up. soldiers get mail a teir earlier than they would have before, and top tier units start wearing armours undiscovered.
1041 winter- The great imperial library is burned down in an accident. The Factions race to create the next big library, the winner gets more money from visitors and the libraries recruit better engineers and tacticians..
1051 winter- Seige crossbows are invented and top-teir crossbow units become available.
1070 spring- Nord raids increase in intensity.
1073-75 spring -Nords begin invasion attempts.
1100 Armour and seige weapons get a buff
1110 Nords settled in Calradria become more Calradric, they battle off other nords (assumption; Nordland is not one country)
1112 Aserai adopt curved swords from the southern corsairs that have plagued them for so long.
1120 The Rhodoks as a politically and culturally distinct faction sets itself up to emerge from the swadians.
Here's one historically inspired example I like:
1345 Foreigners arrive with guns to select ports , lords can arrange trade deals to ports and begin construction of gunsmiths and powder makers. Weapons can be bought and Gunpowder units and can be recruited, upgraded or converted in places with the resources. the Foreigners spread their trade to different ports when their initial contacts become less lucrative. Companions and mercenaries from the foreign nation become available in ports.
Seasonal or otherwise very regular changes:
People start/stop wearing coats and cloaks.
Noble Ladies change fashions.
Children are born. Some noble children are born as progidies or instigators that rapidly change the land when they come of age, whilst some are very much a disaster waiting to happen should they be in line for kingship.
Some forests shrink as a town grows.
The quality of horses may go up due to breeders, though this is something that takes a long time to be noticeable.
When a faction is defeated a lot of related bandits appear.
Sea trade occurs during the better seasons for trading.