Very well said,
@Akka
Making parties the money sink would also delay how quickly a player transitions from being a small time clan fielding 10~40 people, going around doing missions and tournaments, to a mercenary-type gameplay with a personal army of less than a hundred and maybe a companion party, to finally a play maker in the kingdom stage with multiple companion parties and a 200+ personal party.
It also makes no sense that a Castle/City cannot support itself even when in perfect health. Getting awarded that first Castle often feels like a punishment because the fief is not at all self-sufficient.
100% agree with
@Akka en others. Prices don't make sense. You can recruit multiple high level units for relatively cheap. But you can not buy good armor for yourself. Your army should be you're money sink. Big armies/ garissons should be your late game money sink. With lower prices for equipment en higher wages, it will take longer to command a respectable size party.
The following are my ideas for the different stages of the game based on the economics in this thread, while not exactly relevant to this tread I could not stop.
With lower prices and higher wages the early stages of the game will have to play out a little different. I suggest having ways to earn a wage first, before being able to pay wages.
I would recommend an early game where you have to enter the service of a merchant as a caravan guard, the service of a notable to join patrols or join a bandit group as a gangmember. It will take some time/renown to get enough trust. After that you will be entrusted with a command over a small party be it a caravan, a patrol or a gang (you will not have to pay wages in this stage). Now you can have a little influence on the world. In this stage you earn a wage and get a percentage of the earnings.
next stage:
Join a clan: get command over a party. Party size will increase with your renown/trust. you still pay no wages and receive your own. you receive a percentage of the spoils. You get your equipment based on the culture of your patron.
Merchant: Buy your own caravan and start your merchant empire. In this stage I will suggest a sort of insurance system with your former employer. So that if you lose your caravan you don't have to start over.
Gang leader: challenge the bandit leader for command and take over the hideout. Now you have to pay wages, but your earnings should increase now that you don't have to give a percentage of the spoils away.
In this stage you can again assert more influence on the world.
next stage:
Clan leader: Become a clan, independent or as part of a kingdom. At this stage your skills should be developed based on you career. This is the stage that you start to pay the wages of your party.
If you want to be independent clan you should have saved some money or get a mercenary contract with a kingdom.
If You want to be a part of a kingdom you should be able to ask the ruler to install you as new clan of the kingdom as soon as there is a new fief available. This fief has to be able to pay for itself and your party.
merchant: buy more caravans. buy workshops, negotiate fixed prices with other merchants. set trade routes. Get requests from cities and lords for trade goods, weapons or horses. by now you have made a name for yourself so NPC's should look you up if the want to get something done. Now you don't have to chase every trade rumor.
Bandit: Keep robbing villagers and caravans until you can afford a bigger army. now you can start raiding villages en small clan parties. After your renown is high enough you will be able to speak to other bandit parties en convince them to your army, cost influence and wages(or spoils)
Get contract from kingdoms to disrupt the economy of their enemies and get mercenary pay + a bonus for every party or village you raid.
Get contract from caravan owners to attack their rivals.
If the streetgang system is implemented. you could try to get control of different cities and get earnings based on the villagers and caravans arriving.
Final stage:
At this stage you are a power broker en can influence the rise of nations.
Clan Leader: get more fiefs and influance and finally become heir to the throne by marriage, or usurp the throne with enough support. At any stage you can split off and become an independent kingdom.
Merchant: I find it hard to imagine and endgame for a merchant play through. I would suggest that you can buy influence with kingdoms so you can be the power behind the nobles. You can choose a kingdom to support and pay nobles to vote your way. Your merchant empire would make it possible to hire mercenary clans to do your bidding and you are able to disrupt enemy kingdoms by creating food shortages.
a extra option for a merchant who wants to keep his or hers caravans save is to buy of bandits. alternatively he can hire bandits to attack rival caravans. All in secret of course.
With enough money he can bribe guard to open the gates and nobles to switch sides. There must be a reason to support a kingdom other than coloring the map. You could earn enough renown/influence to marry the heir. And there should be trade benefits in helping a kingdom.
at any stage you can choose to start your own kingdom. Would be nice if this can be based on militia units en merchant guards.
Bandit:
Now it is time to destroy the system: every bandit group you meet will want to join your army. either like a normal army or just following. Your goal is now to kill the faction leaders. and take over their fiefs. (not very bandit like, but if you have the power why would you not want te become king). When attacking a city, your street gangs have a chance to open te gates.
Hope people like these ideas. Writing this down got me exited to start a new play though