Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Morkonan Nov 7, 2019 @ 4:25pm
Want: Bannerlord should not be full of hedge Knights and petty Barons.
Bannerlord needs a true Feudal System.

(TLDR: Though I never played it myself, consider combining some aspects of the Crusader Kings game with Bannerlord, giving the player a workable system of nobles that's interesting and can add a lot of roleplaying flavor to the player's game with little concerning actual "work" needed by the developers to implement. Much of what could be used has parallels already present in Warband.)

Warband can pretty much be summed up as a tale concerning some squabbling petty-nobles in some backwater province. It's a bunch of trumped up low-lifes with no concept of a true "Kingdom" being at stake. Most of them don't even bathe!

Warband is full of petty riffraff and trumped up Barons, with few true Nobles in sight. We need a detailed feudal system in Bannerlord.

We need it.

Buy that, I mean we really should aspire to having several levels of Feudal rank, with some of what Warband would call "Lords" having higher ranks than others and, in fact, actually being their peer. We should not only get to swing swords in a medieval'ish sort of world, but also "feel like we're living in one" too.

The idea is fairly simple. It's also not as difficult to manage as some might originally think. There would need to be very few "new" sorts of game mechanics, if any. (Maybe one if the idea was truly fully pursued. But, nothing terribly 'new" or dififcult to manage considering what Warband and its mods already does.)

https://en.wikipedia.org/wiki/Imperial,_royal_and_noble_ranks

So, within a faction there'd be a "King" of course, title depending on the culture.

There may or may not be a "Prince" as well that might be frequently found also holding an additional functional title, like "Marshall." (or, some flavor title, maybe something to do with upholding the law, finances, some other office)

There would be up to three Dukes, each holding their own Seat (Fief) and also being responsible for other fiefs that are held by Barons or Knights.

Barons, of course, would be the bread-and-butter of the kingdom's titles. They would owe direct fealty to their Duke. (And, of course, to the King. But, they may not make such distinctions...)

Knights are petty nobles. They may have a village or small, unimportant, castle. They owe direct fealty to their Baron.

How would this really work in terms of game mechanics?

Glad you asked!

It's pretty simple, really - The "appearance" of having a deeply structured nobility is what matters for the player's "roleplaying" purposes. But, there would need to be some evidence in-game of this being meaningful That's not really that hard to do and only increases in the work/code necessary depending on how much flavor and action the devs would want to give to it. (Of course, I'm in favor of going all the way with it.)

When armies gather for combat, the highest ranking Noble takes command in absence of a Marshall, Prince, or King. (Easy. Already done in Warband, more or less.) In the case of equally ranked Nobles, the one with the most retainers present (other nobles owing fealty to them) would determine who leads.

Nobles get a relationship bonus towards their immediate liege, will be more likely to come to their aid, will be very much more likely to answer their summons if they are the Marshall, and may act to patrol the lands of their liege. (Similar mechanics exist in Warband, already.)

Nobles are more likely to vote for those other nobles that are within their same peer group, traced through their liege. This would mean that the Barons and Knights beneath a Duke are more likely to vote to have fiefs given to those in their particular "subfaction." BUT, they may not be as happy about voting for those that have personality traits in opposition to their own. That's to promote the appearance of "dissension in the ranks." (Lords have rivals, but it's more about who has the bigger familial voting bloc. The key difference here is that nobles have clear subfactions and rivals, based on the Duke they owe allegiance to... or not.)

Rand hath its priveleges - Higher ranked nobles get special troops, recruitment bonuses, extra levies on their lands and a portion of the income of all the nobles they hold sway over. That makes a "Duke" a very formidable enemy on the battlefield and a lowly "Knight" a... lowly Knight. It gives "Rank" a LOT more meaning for the player. And, what if the King promoted the Player to a Barony? Exciting! Now the player has a lot more influence over a couple of Knights, a little bit more income, some extra troop slots, etc.. And, if they rose in prestige over the course of play (like if the player decides they want to remain in that kingdom for their playthrough) they could even rise to the rank of Baron! And, with that comes a bigger castle, more/other retainers, and some "Special Troops" worthy of their status. It gives the player who decides to try to help their faction dominate the map something to friggin' do... Something to shoot for. Some kind of motivation that will spice up their game rather than suddenly turning stoopid and deciding to become the Marshall.

Petty Wars - And, this would be the more complex mechanic. During long times of peace, nobles may get a little bit unruly... They may actually quarrel amongs themselves. The odds of that happening would be dependent on some variables associated with the culture, the King, and a special attribute of Dukes and Barons. The most severe, open conflict, would be rare but possible if certain situations exist. But, since Bannerlord is "supposed" to have a wider variety of game mechanics than Warband ever thought of... there could be other ways they could openly fight. Economics, perhaps? Maybe even assassination attempts? Villages could be raided, too, with the raiding army's faction being "hidden" unless there was a noble leading it and he was captured. (Might provide some interesting standard Warband mechanics there, as well.)

The point being this -

Warband's whole system of governing and determining the power structure in a kingdom is hopelessly boring. The only thing that matters is how many Lords are in a family. That's basically it. A player should do their best to marry into the family that has the most pieces on the board, so-to-speak. Well... Why not spice up not just the combat and how various factions can go to war with each other, but spice up the "internal life" of these factions for the player.

Players typically spend a long portion of their game as a Lord in Warband Faction. The only thing we have to do in that faction is get married to the best family we can and hope we get a good bride out of it. "Personality" traits are supposed to matter... but they're meaningless at this point, really. They don't matter until the player becomes a King. And, then what? We find the most dependable Lords for our big Towns and the most bloodthirsty ones we can as petty nobles. Militaristics tend to become our Marshalls and front-line castle holders. blah blah blah..

Give us some extra mechanics to deal with as a King, too! We could give these "titles" to our nobles to strengthen their position, secure their loyalty, give them much-needed bonuses for their front-line fiefs/armies. We could actually... do stuff as a King. Being a King in Warband can get monotonous, boring, and dull... Sure, the combat is fun and it's "good to be the King" and all that, but in vanilla Warband "Peace" soon breaks out and after a period of training and money-grubbing, we're stuck with... boring.

A new King could also have to "earn" the ability to promote their nobles. A brand new King wouldn't be able to promote a noble to the status of Baron without having at least one other noble as a Knight! And Dukes? With their huge bonuses and the possibility for special troops? A King could not create a Duke until they had a couple of Barons. This would force players to accept some undesirable Lords just so they could have enough lower-ranked nobles to support awarding a Dukedom to a valuable noble.

The biggest impediment would be the "bounds." Basically, in Warband, one tries to give Lords fiefs that are near them so they can be more effective in patrolling and the like. Well, if they have a widespread collection of Barons and Knights they hold sway over, there could be some compaign-map interaction Taleworlds would be hesitant in dealing with considering their current campaign map AI. (No idea, there.) Well, I say this to that possibility - Ignore those concerns. Maps would be seeded/whatever in a sensible fashion, with Knights, Barons, Dukes fiefs more or less arranged in convenient blocks of territory. And, after that? Who cares? Nobody cares. It doesn't matter. The only one who would care would be the player and it's up to them to figure that out for themselves. AND, it brings another thing to the table for them to have to figure out how to manage, too. It's not too difficult to manage, after all, but now it gives them many more reasons to actually manage it.

Other awards, like games like "Crusader Kings" could be included if one wished. I haven't played it, but know a little about it. So, other "promotions" both within the peerage and not could be "earned" by the player-King. A "Court Fool" could be established... Or, perhaps the player could earn enough Tournaments, as King, to be able to award a noble a "Tournament Cup" giving them more troops or a special retainer or three? IF the mechanics were there for us to be able to do things like that as a King, a bunch of this could be taken care of in mods.

BUT, I swear, if Taleworlds just gives us a bare-bone upgraded Warband with no access or ability to play with new, interesting, mechanics, I'm going to have an aneurysm...
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Showing 1-15 of 25 comments
Vermax Nov 7, 2019 @ 6:59pm 
Please don't give them ideas, they might change it and extend it for another 10 years lmao.
Natz Nov 7, 2019 @ 8:06pm 
Exactly what I want man, I just wanted to post a similar thread but you beat me to it and bring it to another level. Consider posting it to the taleworlds forums
Last edited by Natz; Nov 7, 2019 @ 8:07pm
userjon819 Nov 7, 2019 @ 11:20pm 
Sadly, there doesn't seem to even be titles for lords and ladies in game. At least we can easily mod this in.
Floyd.dev Nov 8, 2019 @ 5:33am 
I dont think that they can add anymore things right now. Game is 5 months away. They re balancing and fixing bugs right now.
Firesoul Nov 8, 2019 @ 7:21am 
While that would be nice, it's not really how the feudal system worked. Actually Crusader Kings has a very good and accurate system, but it isn't how you describe.

The feudal system was not the neat little pyramid that we get shown, it was basically legalistic chaos. A serf would owe his allegiance to his local lord, who would in turn owe allegiance to a regional powerholder, who would in turn owe allegiance to the king (there were far more layers, but I'll keep things simple). The thing is though, that peasant did *not* owe allegiance to the regional powerholder or to the king. If regional powerholder rose up in rebellion, the local lords under him would be expected to follow him in rebellion. Indeed, that's what happens in Crusader Kings. If a local lord nonetheless refused to answer the call of his regional powerholder, the peasants under him would stay put, and would not owe any loyalty to the regional powerholder.

As such, what would make sense would not be the system you describe, but rather lots of individuals forming their own personal relationships, and a kingdom being a complex web of loyalties. If you rise in the ranks, the companions you've gathered, the local ruffians you recruited, rise in the ranks with you, but the king himself would have no power to lift you through the ranks except by handing over his own property. If you're a baron but the king loves you, good for you, but you won't be made into a duke except by your own influence or that of those you have an oath with.

All this said however, the game is set in the equivalent of the late Roman Empire, before feudalism was standardised in any real way.
ULTRA Nov 8, 2019 @ 7:26am 
Originally posted by Floyd.dev:
I dont think that they can add anymore things right now. Game is 5 months away. They re balancing and fixing bugs right now.

They have publicly stated that the game will not be feature complete as of March 2020 to prevent people from saying this. Obviously adding more features at this point would be doom for the project but the two-fold assumption that there was ever an actual solid timeline for the project AND that all features will be implemented in some form in March is rather laughable, my developer friend.
Esce Nov 8, 2019 @ 8:48am 
Such a system would be nice for roleplaying, but if the character progression is similar to Warband we would rush through the ranks, or the system would slow us down.

For a feudal system you also would need a lot of lords for lower ranks, but these might die more often and make relation buildup with them more or less useless. So they would be degenerated to quest givers and map patrols.
And since you can not own villages anymore, because they are part of a castle, which is own by a whole clan, a complex feudal system might be hard to integrate into Bannerlord, without changing many parts (again).

I hope the clan system is refreshing enough and does not left a bad taste like Warbands system.
Horus Nov 8, 2019 @ 9:28am 
Well firstly, it looks like Bannerlord will have actual counties, meaning counts, meaning barons, meaning dukes.

But let's stick with Warband: The king rules over all in his kingdom. City owners are dukes, castle owners are counts and village owners are barons. It's not quite historically accurate but it is in there. Plus there are renown, controversy and honor to further qualify the status of a given lord, not to mention his personality which is not quite a status indicator.

In Warband not all mechanics are implemented with regards to lords' status. For example, sadistic lords don't have ever-growing negative honor, and upstanding ones don't have ever increasing honor. But still, those stats are in there.

Most of what you ask for doesn't add anything to the gameplay and adds excessive complexity for very little additional value. For example, geting recruitment bonuses and special troops and all that jazz. Why. Sure, your seneschal might be able to recruit more if you are a duke than if you are a baron, some troops from your barons and counts going to you. But beyond that and a share of the taxes from your nobles, the rest is huge overhead for very little additional gameplay value.

As for the special troops thing, I really love what Prophesy of Pendor did with knighthood orders and noble troops. You don't need anything else.

Overall you bring some good ideas, most of which I am sure TaleWorlds has already pondered thoroughly in their 10 years of working on the game, as well as the many mods for Warband that more or less exactly implement a feature you mention.

But the feudal system cannot get too rigid, or the freedom feeling from Warband will be absent.
Last edited by Horus; Nov 8, 2019 @ 9:45am
Morkonan Nov 8, 2019 @ 12:55pm 
PS - Sorry for the TLDR post. I like to address the responses of posters who entertain such notions in threads I've created, myself. If I missed someone/something substantial, remind me by throwing poo, shouting, or calling me an idiot or something... :)


Originally posted by Floyd.dev:
I dont think that they can add anymore things right now. Game is 5 months away. They re balancing and fixing bugs right now.

Understood. My hope is that they will add those hooks/mechanics that could be exposed and used by modders so that some sort of system like this could be adopted.

(I honestly, for true, think they're basically going to pump out the game as best as they can after what could barely be called a "development process" of any worthy order and "make it do the thing." They will issue several "Giant FixIt Patch #__" for awhile and then... done.I hope that means they are going to give modders a huge amount of freedom.)

Originally posted by Firesoul:
While that would be nice, it's not really how the feudal system worked. Actually Crusader Kings has a very good and accurate system, but it isn't how you describe...

The concept was to "gamify" a sort of Feudal system, but within the bounds of what Warband generally ascribes to. So, it wasn't meant to be a detailed, realistic, system, but one that could "work" and give the appearance of such.

Lords are talked up, each with their own personalities, some that dislike others in their faction because of it, family relationships, behaviors dictated by traits, and have skills and gear and the like... But? Most of that is garbage. Why? It's not easily discernible by the player and to even try to drill down some of those things to then look for evidence of them actually being "in game" is practically impossible. They're meaningless. Only very few things get expressed in the game at all as far as Lords and their relationships with others in their faction are concerned. And, for the behaviors that the Player is interested it, the only things that matter about a Lord are their disposition towards the player and their base personality trait, which dictates their campaign map behavior. All the rest is completely wasted code, practically speaking, as the player doesn't "see it unfold" in the game.

I wanted to put labels on stuffs. :) I want the player to perceive these traits and relationships as being "part of the game" and active in their experience. How to do that? Start labeling stuff... make it obvious, put a couple of behaviors the player can see or interact with in the game and then call it a day. The player "sees" these labels, can interpret them, sees their effect in-game and then adds it up to create a sort of "feudal system" in their head, with a few mechanics to support that which the player can interact with. It's a simple, gamified, representation that relies on relatively few things to support it in terms of mechanics, but gives the player some brain-candy.

Originally posted by Esce:
Such a system would be nice for roleplaying, but if the character progression is similar to Warband we would rush through the ranks, or the system would slow us down.

The player may never achieve some of those ranks. They aren't there for "character progression" in terms of goals unless the player is really focusing on staying as a noble in a particular faction.

The real character "progression" component is designed, from my description, to be achieved by the player-as-king, giving the player further goals and rewarding their progress as a King. More nobles attracted, more "titles" awarded that the player could give to their nobles. And, those would have similar in-game effects as giving a Lord a certain type of fief. They'd just be a bit smaller for most nobles with the exception of Dukes, since "Unique Troops" would be the chase item for a Ducal award to a player-King's noble. (Most likely a troop associated with either a cutlure/region or a town fief the noble holds.)

So, it's supposed to be evident in-game by the player interacting with some components of it during the whole playthrough, but the most significant interactions would only be possible if the player really works hard within a faction or becomes a very successful King. (AI assignments would likely just be a matter of tallying up standard fief awards with some weight to an AI King's relationship with a noble if there are personality conflicts. The Day 1 assignments would be standardized in vanilla play for simplicity and it would be closely tied to the actual fiefs held by Lords as far as the AI was concerned.)

For a feudal system you also would need a lot of lords for lower ranks, but these might die more often and make relation buildup with them more or less useless. So they would be degenerated to quest givers and map patrols.

We don't know the scale of the singleplayer game, yet. Though, what I wrote above is certainly not something that requires lots of Lords at all and would certainly not require non-combat/non-Lord type units. A simple "Knight" is the lowest form of Noble possible in that system. Baron, is next, and then Dukes. Lots of Knights, several Barons, and maybe two or three Dukes for the largest factions. (A faction that controlled an entire Calradia map in Warband might have.. five Dukes? A limit could certainly be placed on the number of Dukes.)

And since you can not own villages anymore, because they are part of a castle, which is own by a whole clan, a complex feudal system might be hard to integrate into Bannerlord, without changing many parts (again).

I hope the clan system is refreshing enough and does not left a bad taste like Warbands system.

I didn't know that villages couldn't be awarded as fiefs. But, certainly there's got to be some other analogue? Either way, if there is some way to determine if an NPC or Player is a "Noble" in a faction, then there's a way to create such a system.


Originally posted by Horus:
Well firstly, it looks like Bannerlord will have actual counties, meaning counts, meaning barons, meaning dukes.

But let's stick with Warband: The king rules over all in his kingdom. City owners are dukes, castle owners are counts and village owners are barons. It's not quite historically accurate but it is in there. Plus there are renown, controversy and honor to further qualify the status of a given lord, not to mention his personality which is not quite a status indicator.

There's little feedback present for the player to see these effects "in game" in Warband. There's their personality and behavior actions on the campaign map, more or less, and some relationship sort of behaviors as well as a player's reputation with them... but that's about it. A Lord with a big army likely holds a Town. Doesn't matter which one, really, and they may be the longest serving Lord with the most property, but all that mattes is troop count bonuses. (As you hint at concerning implemented/expressed mechanics.)

Most of what you ask for doesn't add anything to the gameplay and adds excessive complexity for very little additional value. For example, geting recruitment bonuses and special troops and all that jazz. Why. Sure, your seneschal might be able to recruit more if you are a duke than if you are a baron, some troops from your barons and counts going to you. But beyond that and a share of the taxes from your nobles, the rest is huge overhead for very little additional gameplay value.

Obviously, my opinion differs. There isn't much added complexity there at all compared to what is "intended", but not expressed, in Warband. And, for gameplay, it does add another quality that can be progressed along two different routes - As a player dedicated to spending a lot of time in a particular faction or as a King seeking a larger kingdom and more nobles to unlock titles that have a real effect.

But, the biggest thing is the player's perception.

If you were playing a mod and saw a Lord with a label on him that stated "This guy is the Leader of the Jerk Subfaction of the Nord Faction" what are you going to think about that Lord? Well, he's the top Jerk and you probably don't like him right from the start, right? He doesn't like you because no Lords like you, just starting out. (Or few.) Throughout the game, you think he's a jerk and his buddies are all jerks, right? They have the label on their forehead, how can the be anything at all but "Jerks?"

But... they do nothing different than any other Lord in Warband with the exception of having a slight negative relationship with you because you don't have the reputation of being... a Jerk. In that respect, they just have some negativer personalities that it's difficult for the player to swing towards if they don't raid villages, attack caravans, and work hard to tick off the rest of Calradia.

That's the simple effect of a "label" or the player's perception. Harlaus is a fat bartard feasting machine... Why? Because Swadia often has unhappy Lords and Harlaus might have a slightly increased propensity to run to feasting tables. If Harlaus wasn't a fat bartard, how far would that interpretation go? If Swadia wasn't located where it was, would the player think they were crazy for feasts? And, if Harlaus didn't feast as often as other Kings, but had "Champion Pie Eater and Feastmonger" over his head, the player would still perk up everytime it was announced Harlaus was having "another feast."

As for the special troops thing, I really love what Prophesy of Pendor did with knighthood orders and noble troops. You don't need anything else.

Agreed, at least in how the Lords acquire special troops in PoP. I'd want a similar mechanic to that one that is either dependent on some sort of backstory component/culture for the given Lord or, more easily done, a variable based on certain specific fiefs that are held by that Lord. (So that Player Nobles have a rather simple way to acquire special troops when assigned to a fief that has them.)

...But the feudal system cannot get too rigid, or the freedom feeling from Warband will be absent.

I certainly agree. The player doesn't even have to participate in chasing after progression in that system, though some of it would likely come naturally as a result of the player's status as a noble in a faction or as King, who can award certain titles if they wish.

It's really rather simple. It doesn't rely on any mechanical concepts that are too far outside of what Warband already provides. I think the most unique would be "Awarding" special titles like Baron/Duke and others if they were present in-game. I don't know, for instance, if it's possible for a Lord in Warband or a mod to gain "effects" in that way, either having a special item in inventory, which they don't normally even have AFAIK, or an assigned "trait/bonus" which I don't think can easily be done in a dynamic way other than through assigning fiefs with properties as in PoP. (If you're familiar with Medieval II Total War, Generals can have both items and retainers that provide them with bonuses. The concept here is similar to that for Barons and Dukes. It's just toned down a bit for what makes sense in Warband. I can't address what makes sense for Bannerlord, yet. :)
Dildozer Nov 8, 2019 @ 1:18pm 
Originally posted by Morkonan:
PS - Sorry for the TLDR post. I like to address the responses of posters who entertain such notions in threads I've created, myself. If I missed someone/something substantial, remind me by throwing poo, shouting, or calling me an idiot or something... :)


Originally posted by Floyd.dev:
I dont think that they can add anymore things right now. Game is 5 months away. They re balancing and fixing bugs right now.

Understood. My hope is that they will add those hooks/mechanics that could be exposed and used by modders so that some sort of system like this could be adopted.

(I honestly, for true, think they're basically going to pump out the game as best as they can after what could barely be called a "development process" of any worthy order and "make it do the thing." They will issue several "Giant FixIt Patch #__" for awhile and then... done.I hope that means they are going to give modders a huge amount of freedom.)

Originally posted by Firesoul:
While that would be nice, it's not really how the feudal system worked. Actually Crusader Kings has a very good and accurate system, but it isn't how you describe...

The concept was to "gamify" a sort of Feudal system, but within the bounds of what Warband generally ascribes to. So, it wasn't meant to be a detailed, realistic, system, but one that could "work" and give the appearance of such.

Lords are talked up, each with their own personalities, some that dislike others in their faction because of it, family relationships, behaviors dictated by traits, and have skills and gear and the like... But? Most of that is garbage. Why? It's not easily discernible by the player and to even try to drill down some of those things to then look for evidence of them actually being "in game" is practically impossible. They're meaningless. Only very few things get expressed in the game at all as far as Lords and their relationships with others in their faction are concerned. And, for the behaviors that the Player is interested it, the only things that matter about a Lord are their disposition towards the player and their base personality trait, which dictates their campaign map behavior. All the rest is completely wasted code, practically speaking, as the player doesn't "see it unfold" in the game.

I wanted to put labels on stuffs. :) I want the player to perceive these traits and relationships as being "part of the game" and active in their experience. How to do that? Start labeling stuff... make it obvious, put a couple of behaviors the player can see or interact with in the game and then call it a day. The player "sees" these labels, can interpret them, sees their effect in-game and then adds it up to create a sort of "feudal system" in their head, with a few mechanics to support that which the player can interact with. It's a simple, gamified, representation that relies on relatively few things to support it in terms of mechanics, but gives the player some brain-candy.

Originally posted by Esce:
Such a system would be nice for roleplaying, but if the character progression is similar to Warband we would rush through the ranks, or the system would slow us down.

The player may never achieve some of those ranks. They aren't there for "character progression" in terms of goals unless the player is really focusing on staying as a noble in a particular faction.

The real character "progression" component is designed, from my description, to be achieved by the player-as-king, giving the player further goals and rewarding their progress as a King. More nobles attracted, more "titles" awarded that the player could give to their nobles. And, those would have similar in-game effects as giving a Lord a certain type of fief. They'd just be a bit smaller for most nobles with the exception of Dukes, since "Unique Troops" would be the chase item for a Ducal award to a player-King's noble. (Most likely a troop associated with either a cutlure/region or a town fief the noble holds.)

So, it's supposed to be evident in-game by the player interacting with some components of it during the whole playthrough, but the most significant interactions would only be possible if the player really works hard within a faction or becomes a very successful King. (AI assignments would likely just be a matter of tallying up standard fief awards with some weight to an AI King's relationship with a noble if there are personality conflicts. The Day 1 assignments would be standardized in vanilla play for simplicity and it would be closely tied to the actual fiefs held by Lords as far as the AI was concerned.)

For a feudal system you also would need a lot of lords for lower ranks, but these might die more often and make relation buildup with them more or less useless. So they would be degenerated to quest givers and map patrols.

We don't know the scale of the singleplayer game, yet. Though, what I wrote above is certainly not something that requires lots of Lords at all and would certainly not require non-combat/non-Lord type units. A simple "Knight" is the lowest form of Noble possible in that system. Baron, is next, and then Dukes. Lots of Knights, several Barons, and maybe two or three Dukes for the largest factions. (A faction that controlled an entire Calradia map in Warband might have.. five Dukes? A limit could certainly be placed on the number of Dukes.)

And since you can not own villages anymore, because they are part of a castle, which is own by a whole clan, a complex feudal system might be hard to integrate into Bannerlord, without changing many parts (again).

I hope the clan system is refreshing enough and does not left a bad taste like Warbands system.

I didn't know that villages couldn't be awarded as fiefs. But, certainly there's got to be some other analogue? Either way, if there is some way to determine if an NPC or Player is a "Noble" in a faction, then there's a way to create such a system.


Originally posted by Horus:
Well firstly, it looks like Bannerlord will have actual counties, meaning counts, meaning barons, meaning dukes.

But let's stick with Warband: The king rules over all in his kingdom. City owners are dukes, castle owners are counts and village owners are barons. It's not quite historically accurate but it is in there. Plus there are renown, controversy and honor to further qualify the status of a given lord, not to mention his personality which is not quite a status indicator.

There's little feedback present for the player to see these effects "in game" in Warband. There's their personality and behavior actions on the campaign map, more or less, and some relationship sort of behaviors as well as a player's reputation with them... but that's about it. A Lord with a big army likely holds a Town. Doesn't matter which one, really, and they may be the longest serving Lord with the most property, but all that mattes is troop count bonuses. (As you hint at concerning implemented/expressed mechanics.)

Most of what you ask for doesn't add anything to the gameplay and adds excessive complexity for very little additional value. For example, geting recruitment bonuses and special troops and all that jazz. Why. Sure, your seneschal might be able to recruit more if you are a duke than if you are a baron, some troops from your barons and counts going to you. But beyond that and a share of the taxes from your nobles, the rest is huge overhead for very little additional gameplay value.

Obviously, my opinion differs. There isn't much added complexity there at all compared to what is "intended", but not expressed, in Warband. And, for gameplay, it does add another quality that can be progressed along two different routes - As a player dedicated to spending a lot of time in a particular faction or as a King seeking a larger kingdom and more nobles to unlock titles that have a real effect.

But, the biggest thing is the player's perception.

If you were playing a mod and saw a Lord with a label on him that stated "This guy is the Leader of the Jerk Subfaction of the Nord Faction" what are you going to think about that Lord? Well, he's the top Jerk and you probably don't like him right from the start, right? He doesn't like you because no Lords like you, just starting out. (Or few.) Throughout the game, you think he's a jerk and his buddies are all jerks, right? They have the label on their forehead, how can the be anything at all but "Jerks?"

But... they do nothing different than any other Lord in Warband with the exception of having a slight negative relationship with you because you don't have the reputation of being... a Jerk. In that respect, they just have some negativer personalities that it's difficult for the player to swing towards if they don't raid villages, attack caravans, and work hard to tick off the rest of Calradia.

That's the simple effect of a "label" or the player's perception. Harlaus is a fat bartard feasting machine... Why? Because Swadia often has unhappy Lords and Harlaus might have a slightly increased propensity to run to feasting tables. If Harlaus wasn't a fat bartard, how far would that interpretation go? If Swadia wasn't located where it was, would the player think they were crazy for feasts? And, if Harlaus didn't feast as often as other Kings, but had "Champion Pie Eater and Feastmonger" over his head, the player would still perk up everytime it was announced Harlaus was having "another feast."

As for the special troops thing, I really love what Prophesy of Pendor did with knighthood orders and noble troops. You don't need anything else.

Agreed, at least in how the Lords acquire special troops in PoP. I'd want a similar mechanic to that one that is either dependent on some sort of backstory component/culture for the given Lord or, more easily done, a variable based on certain specific fiefs that are held by that Lord. (So that Player Nobles have a rather simple way to acquire special troops when assigned to a fief that has them.)

...But the feudal system cannot get too rigid, or the freedom feeling from Warband will be absent.

I certainly agree. The player doesn't even have to participate in chasing after progression in that system, though some of it would likely come naturally as a result of the player's status as a noble in a faction or as King, who can award certain titles if they wish.

It's really rather simple. It doesn't rely on any mechanical concepts that are too far outside of what Warband already provides. I think the most unique would be "Awarding" special titles like Baron/Duke and others if they were present in-game. I don't know, for instance, if it's possible for a Lord in Warband or a mod to gain "effects" in that way, either having a special item in inventory, which they don't normally even have AFAIK, or an assigned "trait/bonus" which I don't think can easily be done in a dynamic way other than through assigning fiefs with properties as in PoP. (If you're familiar with Medieval II Total War, Generals can have both items and retainers that provide them with bonuses. The concept here is similar to that for Barons and Dukes. It's just toned down a bit for what makes sense in Warband. I can't address what makes sense for Bannerlord, yet. :)


I really like alot of your ideas but at this point in dev your words are better suited for modders. TW are just trying to push out anything they can knowing modders will fix the game.
Morkonan Nov 8, 2019 @ 1:36pm 
Originally posted by Dildozer:
...I really like alot of your ideas but at this point in dev your words are better suited for modders. TW are just trying to push out anything they can knowing modders will fix the game.

Eh, it's worth a shot, right? :)

When I finally get my hands on the game, if I can do it myself, I'll do it myself... If I have to learn a version of C or Python or some other esoteric tongue necessary to create the incantations, so be it.

And, if a modder wants to do it, I'll be happy as long as they do it... "right." :)

I think it can be gamified to be a worthy submod at least. Working properly, it shouldn't negatively impact the player at all, but provide some extra progression/reward opportunities that can help define the player's character/kingdom.

Plus, it's boring as heck grinding down the progression line as a "King" in Warband. Once you get past a certain point, it's mindnumbing... That's another reason for adding the "chase item" of unlocking Titles that a player can Award to selected Nobles. Honestly, it gives the player some goals that can provide immediate feedback rather than a far-flung goal that requires the player to grind the heck out of the game with nothing new to experience.

"YAY, another Town... or castle I guess... I'm so enthused.... excited, even... yay... Why don't they just surrender already?"

That really needs to be dealt with in end-game play for a Warband successor game.
Horus Nov 8, 2019 @ 3:02pm 
I want to address two things you mention:

- Things that are hinted at in Warband but not really implemented
- What matters is the player's perception

It is fairly certain that in Bannerlord, anything hinted at, or shown in Warband but not implemented will be implemented as a fully symmetrical mechanic in Bannerlord.

Such as for example, in Warband a dude with a 400-man army will be "defeated in battle but manage to escape" and 2 days later he leaves his castle or city with another army of 400. And his garrison is the same as it always had been. How did he do that? Well, magic. The player can't, unless he spends a fortune hiring mercs, and the lord in the example has almost or absolutely no mercs in his army. The magic of asymmetrical mechanics.

That's an asymmetrical mechanic, and Bannerlord is getting rid of all those. Or as much as possible. So the money of NPC lords will be subject to the same laws as that of the player, troop recruitment, and so on.

Obviously recreating the feudal system as it used to be, or at least a nice subset thereof, is the very best way to make a game with credible mechanisms. I don't think they'll stray too far, and if/when they do, it'll be because they have not, after 10 years of trying, found a good way to code it in.

Player perception: this is where the M&B games differ. In these games, what matters isn't so much "player perception" but actually subjecting the NPCs to the same rules as the player, instead of just making it "look like" they are. That's the magic of M&B.
Last edited by Horus; Nov 8, 2019 @ 3:03pm
Vermax Nov 8, 2019 @ 3:25pm 
Game will be 90% complete in March, they won't be adding anymore things on that level.
Last edited by Vermax; Nov 8, 2019 @ 3:25pm
Esce Nov 8, 2019 @ 3:30pm 
Originally posted by Horus:
Such as for example, in Warband a dude with a 400-man army will be "defeated in battle but manage to escape" and 2 days later he leaves his castle or city with another army of 400. And his garrison is the same as it always had been. How did he do that? Well, magic. The player can't, unless he spends a fortune hiring mercs, and the lord in the example has almost or absolutely no mercs in his army. The magic of asymmetrical mechanics.
Even in Warband lords spawn with mostly weak troops and have to level them up in a long time, and also have other kinds of restriction on them, for example their army size depends on the amount of fiefs they have. The player on the other hand can raise an army in such a short time, that he can fight whole factions on his own.
With good relation with villages the player can get up to 25 tier 4 troops (e.g. Khergit Lancers, Nord warroirs) per village for 10 denars per man. With decent trainer skill and level you can raise lower troops to tier 4 or 5 in under a week.
After one week you have a whole army, for maybe 100 denars per men, while an AI lords has not even left his fiefs where he spawned.

Bannerlord needs to make such mechanics more visible, than Warband and balance them much better.
Horus Nov 8, 2019 @ 3:48pm 
Originally posted by Esce:
Originally posted by Horus:
Such as for example, in Warband a dude with a 400-man army will be "defeated in battle but manage to escape" and 2 days later he leaves his castle or city with another army of 400. And his garrison is the same as it always had been. How did he do that? Well, magic. The player can't, unless he spends a fortune hiring mercs, and the lord in the example has almost or absolutely no mercs in his army. The magic of asymmetrical mechanics.
Even in Warband lords spawn with mostly weak troops and have to level them up in a long time, and also have other kinds of restriction on them, for example their army size depends on the amount of fiefs they have. The player on the other hand can raise an army in such a short time, that he can fight whole factions on his own.
With good relation with villages the player can get up to 25 tier 4 troops (e.g. Khergit Lancers, Nord warroirs) per village for 10 denars per man. With decent trainer skill and level you can raise lower troops to tier 4 or 5 in under a week.
After one week you have a whole army, for maybe 100 denars per men, while an AI lords has not even left his fiefs where he spawned.

Bannerlord needs to make such mechanics more visible, than Warband and balance them much better.
That's what's happening. The *SAME* rules for everyone.
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Date Posted: Nov 7, 2019 @ 4:25pm
Posts: 25