Victor1234
Educated
- Joined
- Dec 17, 2022
- Messages
- 255
In medieval times the borders were not a line crossing across the land like today. When certain province ends was often more of an informal consensus than a clear line. Also small border skirmishes were commonplace even in the times of peace.
You should add village building and economy management. I want to set up new villages and build roads inbetween.
What do you think the purpose of a village should be in-game? I think they should be a source of:
(a) money
(b) resources (i.e. food, wood, iron, etc) and
(c) conscripts for the army
My thought is that instead of it just being a free-for-all where anyone can recruit soldiers from anywhere, the ability to conscript troops from a fief should be the sole right of that fief's owner. So the army would be structured like this.
The difference being that the levies actually outnumber the warriors by a dozen-to-one or whatever. So once you become a vassal, you immediately feel a huge increase in your power, because you now have access to hundreds more troops.
I think M&B/Bannerlord already does villages as well as they can be in a static way. They exist, there's some economic aspect, they spawn parties that can be intercepted, etc. People are upset you could build improvements in Warband and they didn't include it in Bannerlord, but that's life. Personally I found the improvements weren't cost effective anyways in WB, only grinding relationships to recruit better troops was.
I'm not sure what the criticism is about village recruiting though. Aside from the player, the AI lord recruits and all other AI just burn it or leave the villages alone. Does the enemy AI recruit from villages now?
Anyways, the original reason for including villages in M&B Warband was the Battle for Sicily mod for the original game (that dude ended up joining the dev team as a designer). In the mod, logistics and specifically food were a much bigger thing and villages were there to help simulate an aspect of supply lines more or less. Big parties would set out to siege a castle let's say, they'd break some troops off into a separate foraging party to raid the local villages to keep the siege going for longer, but the longer the siege went on, the further out they'd need to go for untouched villages and the more vulnerable they'd be to the enemy parties catching them and killing them. If the forager parties got taken out, the big siege army would eventually start running out of food and then be forced to break off the siege and go home.
It was a way to have indirect warfare, lead the enemy into ambushes, whittle away at them over time, etc and break up the 400 guys vs 400 guys battles that characterized the game before.
It was incorporated into the main game as more of a generic thing though (lords and the player can recruit from villages, villages supply towns with goods, you can trade with them for goods, etc) and the logistical aspect was lost, forager parties never became a thing and AI armies only take troops numbers and not food/supplies into account when making decisions.
Personally, I think instead of adding more chrome to villages as they are in game, they should make them more mobile/dynamic and that way make the map more dynamic. Big enemy army nearby? Villagers pack up and seek safety in the nearest castle, if the enemy burns the village they might not decide to come back to the same spot, etc. Basically, make villages pop up and disappear based on refugee flows sort of like bandit hideouts do.