Took some feedback from previous thread and played the beta to get a better sense of what is being worked on.
Here's my copium and venting method in ways I think the game could be drastically improved without major overhauls.
Don't expect folks to read the whole thing, just pick a topic and give an agree or disagree if ya could.
1) Trainers
- Companions/Clan Members can be assigned a tutor or trainer while waiting in settlements or assigned as a governor that cost a daily wage.
-- These can be assigned in the clan menu.
-- They will provide daily SP in one of two skill trees based on what tutor or trainer is assigned.
-- Training ends once the hero is removed from settlement.
- Children receive daily SP relevant to their tutor once it is assigned.
2) Quests
- Companions/Clan Members that resolve a quest should be rewarded charm experience equivalent to what the player receives.
- Quests the player cannot accept (faction specific, bad relations, faction leader) should be marked as red instead of blue.
- Increase experience Companions/Clan Members receive from resolving quests.
3) Mercenaries
- Add a unique tab in Kingdom screen for hiring mercenary companies.
-- Mercenaries can also be hired by talking to any member of the clan.
- Mercenary contracts should be for a fixed period of 30 days.
-- Mercenaries cannot be hired by another Kingdom during this period.
- Mercenary contracts should require an upfront cost of 1000 denars per member of company.
- Daily wage of Mercenary companies should be 100 denars per member of company.
- Faction specific hostile Mercenary companies should have a base relation of -50 with ruler faction to ensure they aren't hired by that faction.
- Once contract ends, it can be renewed again for a 20% increase in the upfront cost.
-- Each subsequent renewal will be increased by 20%.
- Once a mercenary company is released from their contract, they have a two week cooldown before they accept a new contract.
- Player is subjected to the same rules while they are applying as a mercenary.
4) Renown
- Add a 15% penalty to renown received from battle per clan tier.
5) Traits
- Traits have a numerical value to them in character menu.
- Decisions indicate whether the player will gain or lose trait points.
- Increase base value for having similar or different traits to +/- 5 respectively.
- Increase the amount of valor/calculating trait increases/decrease decisions.
6) Relations
- Relations with heroes and clans decrease over time to base values.
-- Base values are determined by the characters traits.
-- Clan base value will be determined by Clan leader.
-- Decrease of 1 per week.
-- No notification of this decrease.
- Increase the requirement to be considered friend or rival to +/- 50 respectively.
- Killing an enemy clan member in battle should incur a -20 penalty with that clan.
-- include dialog that they acknowledge you killed their clan member in battle.
7) Vassals
- Clan tier 3 required to be considered for vassalage for player.
- Increase penalty for voting against another vassal to -5/-15/-25 respectively.
- Increase value of supporting another clan to +5.
- Vassals incur a -2 relation decrease with ruler clan whenever their party is defeated or captured.
- Vassals incur a -10 relation decrease with ruler clan whenever one of their fiefs is captured.
- Vassals incur a daily -1 relation decrease with ruler clan if they own no fiefs.
- Vassals defecting to another Kingdom while keeping their fiefs is a declaration of war.
8 ) Kingdom Decisions
- Kingdom decisions as a ruler do not affect relations (Known Bug)
-- Decisions should +/- 5 relation with voting parties, +/- 15 if the Ruler overrides the majority.
9) Policies
- Approval of policies should be a numerical value based on Clan Leaders culture and traits.
- Policies should automatically be subjected to a renewal ever 2 years after its implementation.
10) AI parties/recruitment
- AI should spend 5 influence to create new parties.
- Instead of recruiting from an invisible pool, AI spends influence to recruit pass the limit of villages and settlements.
-- 0.5 influence per recruit.
11) Gang Leaders
- Gang leaders provide bandit troops instead of culture troops in recruitment pool.
- Gang Leader influence being Powerful or Influential has negative effects on settlement.
-- Powerful inflicts - 0.5 Loyalty/ -1 Security, Influential inflicts -1 Loyalty/ -2 Security.
12) Campaign Map
- Increase food consumption of non-native troops in different culture regions by 10%
- Increase impact of Winter on parties and settlements.
-- Increase food consumption of parties by 15% and incur a morale penalty of -3.
-- Village production is reduced by 40%.
-- Settlement food consumption is increased by 20%.
13) Events
- Introduce random events to settlements and villages that affect growth/production in certain regions.
-- These would be identifiable by icons on the campaign map and settlement screen.
Examples:
-- Festivals increase settlement loyalty and prosperity.
-- Plagues would reduce security and prosperity.
-- Earthquakes could reduce certain buildings to lower levels while lowering prosperity.
-- Famines or Drought would reduce the production of villages, while lowering food production of settlements.
-- Bountiful Harvests or Labor Boosts would increase the production of villages, while increasing food production of settlements.
- Introduce trade demands or culture trends events to diversify the economy.
-- These would pop up as notifications and last for a specific period.
-- Would adjust trade value of items in these settlements.
Examples:
-- Culture specific towns demanding luxury goods for a period.
-- Kingdoms imposing temporary tariffs on certain goods.
14 Battles/Sieges
- Fix pathing and collision detection on siege ladders.
-- Troops no longer will downscale ladders when morale breaks.
- Remove morale loss immunity of defending troops operating siege engines.
- Create and assign nobles to a unique formation that sits at the back of the army/party during battles.
-- Similar to Battian noble troops, they would be assigned a guard of spear/pikemen.
- Provide notifications whenever a hero is wounded or killed in battle.
- Increase morale penalty whenever a leader is wounded or killed in battle.
Vent over, have a great Holiday season folks.
Here's my copium and venting method in ways I think the game could be drastically improved without major overhauls.
Don't expect folks to read the whole thing, just pick a topic and give an agree or disagree if ya could.
1) Trainers
- Companions/Clan Members can be assigned a tutor or trainer while waiting in settlements or assigned as a governor that cost a daily wage.
-- These can be assigned in the clan menu.
-- They will provide daily SP in one of two skill trees based on what tutor or trainer is assigned.
-- Training ends once the hero is removed from settlement.
- Children receive daily SP relevant to their tutor once it is assigned.
2) Quests
- Companions/Clan Members that resolve a quest should be rewarded charm experience equivalent to what the player receives.
- Quests the player cannot accept (faction specific, bad relations, faction leader) should be marked as red instead of blue.
- Increase experience Companions/Clan Members receive from resolving quests.
3) Mercenaries
- Add a unique tab in Kingdom screen for hiring mercenary companies.
-- Mercenaries can also be hired by talking to any member of the clan.
- Mercenary contracts should be for a fixed period of 30 days.
-- Mercenaries cannot be hired by another Kingdom during this period.
- Mercenary contracts should require an upfront cost of 1000 denars per member of company.
- Daily wage of Mercenary companies should be 100 denars per member of company.
- Faction specific hostile Mercenary companies should have a base relation of -50 with ruler faction to ensure they aren't hired by that faction.
- Once contract ends, it can be renewed again for a 20% increase in the upfront cost.
-- Each subsequent renewal will be increased by 20%.
- Once a mercenary company is released from their contract, they have a two week cooldown before they accept a new contract.
- Player is subjected to the same rules while they are applying as a mercenary.
4) Renown
- Add a 15% penalty to renown received from battle per clan tier.
5) Traits
- Traits have a numerical value to them in character menu.
- Decisions indicate whether the player will gain or lose trait points.
- Increase base value for having similar or different traits to +/- 5 respectively.
- Increase the amount of valor/calculating trait increases/decrease decisions.
6) Relations
- Relations with heroes and clans decrease over time to base values.
-- Base values are determined by the characters traits.
-- Clan base value will be determined by Clan leader.
-- Decrease of 1 per week.
-- No notification of this decrease.
- Increase the requirement to be considered friend or rival to +/- 50 respectively.
- Killing an enemy clan member in battle should incur a -20 penalty with that clan.
-- include dialog that they acknowledge you killed their clan member in battle.
7) Vassals
- Clan tier 3 required to be considered for vassalage for player.
- Increase penalty for voting against another vassal to -5/-15/-25 respectively.
- Increase value of supporting another clan to +5.
- Vassals incur a -2 relation decrease with ruler clan whenever their party is defeated or captured.
- Vassals incur a -10 relation decrease with ruler clan whenever one of their fiefs is captured.
- Vassals incur a daily -1 relation decrease with ruler clan if they own no fiefs.
- Vassals defecting to another Kingdom while keeping their fiefs is a declaration of war.
8 ) Kingdom Decisions
- Kingdom decisions as a ruler do not affect relations (Known Bug)
-- Decisions should +/- 5 relation with voting parties, +/- 15 if the Ruler overrides the majority.
9) Policies
- Approval of policies should be a numerical value based on Clan Leaders culture and traits.
- Policies should automatically be subjected to a renewal ever 2 years after its implementation.
10) AI parties/recruitment
- AI should spend 5 influence to create new parties.
- Instead of recruiting from an invisible pool, AI spends influence to recruit pass the limit of villages and settlements.
-- 0.5 influence per recruit.
11) Gang Leaders
- Gang leaders provide bandit troops instead of culture troops in recruitment pool.
- Gang Leader influence being Powerful or Influential has negative effects on settlement.
-- Powerful inflicts - 0.5 Loyalty/ -1 Security, Influential inflicts -1 Loyalty/ -2 Security.
12) Campaign Map
- Increase food consumption of non-native troops in different culture regions by 10%
- Increase impact of Winter on parties and settlements.
-- Increase food consumption of parties by 15% and incur a morale penalty of -3.
-- Village production is reduced by 40%.
-- Settlement food consumption is increased by 20%.
13) Events
- Introduce random events to settlements and villages that affect growth/production in certain regions.
-- These would be identifiable by icons on the campaign map and settlement screen.
Examples:
-- Festivals increase settlement loyalty and prosperity.
-- Plagues would reduce security and prosperity.
-- Earthquakes could reduce certain buildings to lower levels while lowering prosperity.
-- Famines or Drought would reduce the production of villages, while lowering food production of settlements.
-- Bountiful Harvests or Labor Boosts would increase the production of villages, while increasing food production of settlements.
- Introduce trade demands or culture trends events to diversify the economy.
-- These would pop up as notifications and last for a specific period.
-- Would adjust trade value of items in these settlements.
Examples:
-- Culture specific towns demanding luxury goods for a period.
-- Kingdoms imposing temporary tariffs on certain goods.
14 Battles/Sieges
- Fix pathing and collision detection on siege ladders.
-- Troops no longer will downscale ladders when morale breaks.
- Remove morale loss immunity of defending troops operating siege engines.
- Create and assign nobles to a unique formation that sits at the back of the army/party during battles.
-- Similar to Battian noble troops, they would be assigned a guard of spear/pikemen.
- Provide notifications whenever a hero is wounded or killed in battle.
- Increase morale penalty whenever a leader is wounded or killed in battle.
Vent over, have a great Holiday season folks.