Manor Lords

Manor Lords

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Billikin Oct 1, 2024 @ 12:56am
Policy & Development ideas?
I love that policies having negatives and positives. Dev points tend to be more positive but then they're hard to come by!

Some ideas:
- Village fair. Maybe add a a maypole? adds boost to economy but might also attract raiders and/or theft. Maybe just a brawl at the tavern that turns into a friendly game of football?
- Waste not / want not - Gravediggers can collect dead raider's weapons and equipment (maybe lowers rating or influence as see to be 'a bit low'?)
- Militia training. Increases effectiveness of militia, maybe faster assembly. As a downside could lose/break the occasional piece of equipment or even accidentally kill a recruit?
- Harsh Justice. Maybe introduce stocks? Reduces theft, but also reduces productivity as every one stops to throw stuff at the guy in the stocks
- Saint celebration day. A yearly church tithe boost. A yearly celebration that increases church influence but reduces the food stocks. Could perhaps be boosted by shrines?
- Village Priest. Locks in a Church worker like an artisan. Could be the normal gravedigger, but also ring the bell when under attack and increase rating by %
- Winter is coming. Villagers bury supplies and coins for winter (or maybe to avoid taxes), less income but more resilient somehow?
- Necessity is the mother of invention. For those low barley yield places. Add some variant recipes for ale (at twice the base ingredients?) Spirits from vegetables, cider from apples or mead from honey,
- My Kingdom for a Horse - All retinue are mounted, increase speed and effectiveness. Reduces unit to 12 maximum and adds staggering cost. Plate Barding?
- Finesmiths - making super rare trading goods (or an amber broach or silver comb to keep the Lady of the Manor happy - happy wife = happy life increases rating?)
- Pilgrims. By adding shrines you could create a pilgrims journey, boosting your economy and church influence but also inviting strangers into your midst...
- Fur trade - the hunting dev line doesn't have this and surely fur cloaks would increase winter survival and be a trading bonanza!
- Cheese trade (added to goat backyard business) - is there a point to living without cheese?

any other ideas out there?
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9erRed Oct 1, 2024 @ 4:59am 
Greetings,

Greg has hired a new talent to work on the Development, Policies, Diplomacy areas.

- Not sure how it's going?

Note here:

There were may items and elements with-in the game code in the early tests, but not yet seen in game.

- Food preservation, salt house.
- Medicine - Apothecary
- Peat farms
- Archery range
- Drill square
- Engineering
- Logistics
- Scribes
- Masonry - needed for the lvl 3 and 4 church
- Guild workers
- Animal training
- City Planning
- Monasteries

....................
And it goes on.....

So there are many components for the game that Greg has thought of adding.
- Most will need other elements or items to be present first before they can be added.
- There's quite a few that could be within the Fully built out Development tree, or other areas not yet seen.

And we haven't even looked at what working water systems will do for the game, Rivers, lakes, coastal locations. And all the new items that can work on, in, or near running water.

So much to be done yet.
Billikin Oct 1, 2024 @ 5:16am 
Fantastic - thankyou for the update! :)

The idea of rivers impeding movement and being able to defend fords would add lots to the game... then there's the opportunity to build bridges!
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Date Posted: Oct 1, 2024 @ 12:56am
Posts: 2