Why are cultures not different in BL?

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Magello

Sergeant
Playing the game I noticed every culture is the same in BL. Aesthetically they are each different but they are all just the same cultures with the same laws, customs, and products. I was really looking forward to each culture feeling distinctive.

Maybe Vlandia has banned ownership of slaves so you are looked down on for selling them in other cities and you can't sell them anywhere they are in power. Maybe this makes them a little bit more willing to fight other cultures for buying and selling slaves.

Aesari are much more willing to make a deal and buy their way out of battle and are the only culture with access to sell silk or spices making it a culture locked item. Make them more culturally towards wanting to trade than go to war.

Sturgia could be a more willing culture who accepts raiding and will find any reason to raid and pick skirmishes. And culturally their women have more say and power comparatively to others.

These are just a couple of ideas to really make each culture feel different and to play different. Making each playthrough more varied and additional reasons to join one or another. Besides, when starting your own kingdom these would make fun laws to pass to give your kingdom a more unique feel.

Let me know what you think or if TW has mentioned actually expanding the cultural differences to make them each play differently.

Thank you
 
I think the complexity counsel at TW (console game) might think this is bit too much.
 
最后编辑:
Which is what I am fearful is driving every TW decision these days. Players can accept a little bit of challenge and change but those playing this game from time to time for 20 minutes each time seem to be what TW is shooting for.
 
I've always assumed that they would eventually create separate policies for each culture. I haven't seen anyone say anything about it though.
 
Playing the game I noticed every culture is the same in BL. Aesthetically they are each different but they are all just the same cultures with the same laws, customs, and products. I was really looking forward to each culture feeling distinctive.

Maybe Vlandia has banned ownership of slaves so you are looked down on for selling them in other cities and you can't sell them anywhere they are in power. Maybe this makes them a little bit more willing to fight other cultures for buying and selling slaves.

Aesari are much more willing to make a deal and buy their way out of battle and are the only culture with access to sell silk or spices making it a culture locked item. Make them more culturally towards wanting to trade than go to war.

Sturgia could be a more willing culture who accepts raiding and will find any reason to raid and pick skirmishes. And culturally their women have more say and power comparatively to others.

These are just a couple of ideas to really make each culture feel different and to play different. Making each playthrough more varied and additional reasons to join one or another. Besides, when starting your own kingdom these would make fun laws to pass to give your kingdom a more unique feel.

Let me know what you think or if TW has mentioned actually expanding the cultural differences to make them each play differently.

Thank you

Some interesting ideas and yes, the faction differentiations are quite limited. The starter faction bonuses in particular lack depth and richness.


  • Vlandia bonus: 20% more upgrade XP to troops from battles.
  • Sturgia bonus: 20% less speed penalty from snow.
  • Empire bonus: 20% construction speed bonus to town projects, wall repairs, and siege engines.
  • Aserai bonus: Caravans are 30% cheaper to build. 10% less trade penalty.
  • Khuzait bonus: 10% extra speed bonus for horsemen on campaign map.
  • Battania bonus: Forests give 10% less speed penalty to parties.

I mean pfft. Surely some expansion of these would add flavour, replayability and actually prevent snowballing. Remove pure buffs and add some penalties too. Just to pull something out my ass for illustrative purposes-

Vlandia cultural traits:
Sweat on the training field: 20% more upgrade XP to troops from battles (Vlandian troops only)
Sword brothers: Companions gain XP bonuses.
Castle builders: Castle walls are tougher for the owner.

Sturgia cultural traits:
Cold lands breed hot war: 20% less speed penalty from snow. Only functions if party is at least 75% Sturgian troops.
Axemen of the north: Axe-armed sturgian troops have a small chance (5%) to destroy an opposing shield in a single strike.

Empire cultural traits:
Imperial knowhow: 20% construction speed bonus to town projects, wall repairs, and siege engines.
Imperial pride: Parties consisting solely of empire troops gain small morale and XP bonuses. Empire companions also.

Aseria cultural traits:
Sand and gold: Caravans are 30% cheaper to build. 10% less trade penalty. Caravans have additional guards.
Desert strike: Aserai cavalry gain speed and attack bonuses in desert maps.

Khuzait cultural traits:
Under our hooves: 20% extra speed bonus for horsemen on campaign map. Only functions when party is at least 75% mounted troops.
Meritocratic command: Stats improve faster through battle experiance.

Battania cultural traits:
Waystalker: Forests give 15% less speed penalty to parties. Easier to spot forest bandit lairs, and bonuses to attacking them.
Not one of us: If party is less than 75% Battanian troops, recieve a morale penalty. If more, recieve a morale buff.
The trees have eyes: When attacking in forest, chance for party to gain 'surprise attack' stat bonuses and enemy debuffs.

Or something.
 
Some interesting ideas and yes, the faction differentiations are quite limited. The starter faction bonuses in particular lack depth and richness.


  • Vlandia bonus: 20% more upgrade XP to troops from battles.
  • Sturgia bonus: 20% less speed penalty from snow.
  • Empire bonus: 20% construction speed bonus to town projects, wall repairs, and siege engines.
  • Aserai bonus: Caravans are 30% cheaper to build. 10% less trade penalty.
  • Khuzait bonus: 10% extra speed bonus for horsemen on campaign map.
  • Battania bonus: Forests give 10% less speed penalty to parties.

I mean pfft. Surely some expansion of these would add flavour, replayability and actually prevent snowballing. Remove pure buffs and add some penalties too. Just to pull something out my ass for illustrative purposes-

Vlandia cultural traits:
Sweat on the training field: 20% more upgrade XP to troops from battles (Vlandian troops only)
Sword brothers: Companions gain XP bonuses.
Castle builders: Castle walls are tougher for the owner.

Sturgia cultural traits:
Cold lands breed hot war: 20% less speed penalty from snow. Only functions if party is at least 75% Sturgian troops.
Axemen of the north: Axe-armed sturgian troops have a small chance (5%) to destroy an opposing shield in a single strike.

Empire cultural traits:
Imperial knowhow: 20% construction speed bonus to town projects, wall repairs, and siege engines.
Imperial pride: Parties consisting solely of empire troops gain small morale and XP bonuses. Empire companions also.

Aseria cultural traits:
Sand and gold: Caravans are 30% cheaper to build. 10% less trade penalty. Caravans have additional guards.
Desert strike: Aserai cavalry gain speed and attack bonuses in desert maps.

Khuzait cultural traits:
Under our hooves: 20% extra speed bonus for horsemen on campaign map. Only functions when party is at least 75% mounted troops.
Meritocratic command: Stats improve faster through battle experiance.

Battania cultural traits:
Waystalker: Forests give 15% less speed penalty to parties. Easier to spot forest bandit lairs, and bonuses to attacking them.
Not one of us: If party is less than 75% Battanian troops, recieve a morale penalty. If more, recieve a morale buff.
The trees have eyes: When attacking in forest, chance for party to gain 'surprise attack' stat bonuses and enemy debuffs.

Or something.

These are all really good for just pulling them out of your ass. But now that you mention it, are there any traits or perks which have penalties? Or is just missing out on something?
 
I think the complexity counsel at TW (console game) might think this is bit too much.
Not sure why a console release would have any problem with this kind of feature. It's hardly complex.

The UI is the biggest obstacle on consoles, and this would have nothing to do with it.
 
Not sure why a console release would have any problem with this kind of feature. It's hardly complex.

The UI is the biggest obstacle on consoles, and this would have nothing to do with it.

Depth in video games on console does not produce monetarily. You can bet your dollar that TW has done targeted marketing research regarding this; they should it's a money making business a lot like the music industry, if TW was inclined to add depth in this title it would already be present. Go try Sid Myers Civ for console, this is exactly what this is. Most of the top ten steam Warband mods have 10 times the features this game has.
 
Depth in video games on console does not produce monetarily. You can bet your dollar that TW has done targeted marketing research regarding this; they should it's a money making business a lot like the music industry, if TW was inclined to add depth in this title it would already be present. Go try Sid Myers Civ for console, this is exactly what this is. Most of the top ten steam Warband mods have 10 times the features this game has.
I mean, there are complex games on consoles. Not sure I buy the single example being representative of the whole platform.

TW is inclined to finish the game- they haven't done that yet though.
 
I mean, there are complex games on consoles. Not sure I buy the single example being representative of the whole platform.

TW is inclined to finish the game- they haven't done that yet though.
I really think he means keeping the game simple and fast to get into. Typically overly complicated games are hard to navigate with the gamepad. I do think they wanted to keep the cultures as close to one another to make them interchangeable for the player and avoid a "best". Some gamers really take a it's not fair and they should all be the same so they don't need to explore and figure out how to fight and counter 8 different cultures. This isn't true for all but going for the larger market share seems to be playing a part.
 
I really think he means keeping the game simple and fast to get into. Typically overly complicated games are hard to navigate with the gamepad. I do think they wanted to keep the cultures as close to one another to make them interchangeable for the player and avoid a "best". Some gamers really take a it's not fair and they should all be the same so they don't need to explore and figure out how to fight and counter 8 different cultures. This isn't true for all but going for the larger market share seems to be playing a part.

The one culture that plays out differently on the battlefield is also the one generating the overwhelming majority of the complaints and nerfs, largely due to those differences. And it is Warband vets complaining about it too.
 
Some interesting ideas and yes, the faction differentiations are quite limited. The starter faction bonuses in particular lack depth and richness.


  • Vlandia bonus: 20% more upgrade XP to troops from battles.
  • Sturgia bonus: 20% less speed penalty from snow.
  • Empire bonus: 20% construction speed bonus to town projects, wall repairs, and siege engines.
  • Aserai bonus: Caravans are 30% cheaper to build. 10% less trade penalty.
  • Khuzait bonus: 10% extra speed bonus for horsemen on campaign map.
  • Battania bonus: Forests give 10% less speed penalty to parties.

I mean pfft. Surely some expansion of these would add flavour, replayability and actually prevent snowballing. Remove pure buffs and add some penalties too. Just to pull something out my ass for illustrative purposes-

Vlandia cultural traits:
Sweat on the training field: 20% more upgrade XP to troops from battles (Vlandian troops only)
Sword brothers: Companions gain XP bonuses.
Castle builders: Castle walls are tougher for the owner.

Sturgia cultural traits:
Cold lands breed hot war: 20% less speed penalty from snow. Only functions if party is at least 75% Sturgian troops.
Axemen of the north: Axe-armed sturgian troops have a small chance (5%) to destroy an opposing shield in a single strike.

Empire cultural traits:
Imperial knowhow: 20% construction speed bonus to town projects, wall repairs, and siege engines.
Imperial pride: Parties consisting solely of empire troops gain small morale and XP bonuses. Empire companions also.

Aseria cultural traits:
Sand and gold: Caravans are 30% cheaper to build. 10% less trade penalty. Caravans have additional guards.
Desert strike: Aserai cavalry gain speed and attack bonuses in desert maps.

Khuzait cultural traits:
Under our hooves: 20% extra speed bonus for horsemen on campaign map. Only functions when party is at least 75% mounted troops.
Meritocratic command: Stats improve faster through battle experiance.

Battania cultural traits:
Waystalker: Forests give 15% less speed penalty to parties. Easier to spot forest bandit lairs, and bonuses to attacking them.
Not one of us: If party is less than 75% Battanian troops, recieve a morale penalty. If more, recieve a morale buff.
The trees have eyes: When attacking in forest, chance for party to gain 'surprise attack' stat bonuses and enemy debuffs.

Or something.
really nice idea
 
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