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Hmm if i may suggest u could try a "hardcore" playthrough tailored based on your skill level and from what I've browsed/played through some mods, probably something banditry related, so conducting banditry operations and managing that to some extent.
Or in other words, basically elongating the early game as much as possible with a grind based on self-constraints on your game-play. As somehow I had the most fun in butterlord while I was getting captured/defeated like crazy e.g. spent 6 hours to finally get a companion and then the next battle against a few looters they straight up got stabbed in the face and died, like hwat the fug haha.
Strat gaming did a few play-through's like this if you'd wanna check out examples of what I mean. But keeping in mind to keep it flexible based on how you'd wanna play.
the worst part is that the majority of people just accept whatever they get, no matter how predatory, and if you object they all go insane as if asking for quality is some kind of sin...
I 100% agree the game with what you wrote here. Banner-lord has a great fun combat loop, but that's about it. Everything else seems half backed or only partially implemented. I think in time this game could be my dream medieval sandbox, the mods do help extend the fun but it's still rough around the edges.
Many games from the 90's and 80's had a ton of depth because graphics were not the main focus, that doesn't mean games from back then don't look great but, they polished well for the hardware during a time you could do more with less. Games from that era also had to release in a "finished" state instead of how most games are basically all alpha's now...
We kinda need a law against this, a law that protects the customers against scamming alpha/beta state game developers wich never give what the players want in their game play experiences but just go where the money flows best ..
that we need, to stop thous stupid game developers !
all that said, the vast majority of people are brain dead consumers with no comprehension of quality... so likely nothing will ever happen...
I think a lot of games try to do too much and do not put enough effort into each thing. Look at Bannerlord..
War
Caravans
Shops
Clan "management"
Party "management"
Castle "management"
City "management"
Tournaments
Crafting
Trading
seems like a lot of stuff but each of these represents about 1" in depth.. but then on the flip side if ALL of these things were super in depth who would have time for all of them.
I think we have reached an era where we all want more from developers and they deliver what we want but then it becomes a matter of how much of THIS or THAT there is and to what extent.. we are definitely in a weird game creation space currently.. obviously in my opinion.
First and foremost, the Warband series has never wanted to be, and has actively avoided being, a "4x" sort of game in terms of resources and production/industry.
Coupled with that, Warband has always been about "fighting battles." The goal of being a King/Emperor/Lord/whatever has always just been a framework to support that gameplay.
Given the intended scale of the game, battles range from the hundreds to the thousands. To facilitate what the game provides, a battle-fightin' gaem with lotsa battlez fightin' to fight, "micromanagement" is discouraged.
So, to give you some good RPG components and scratch that "equipment progression itch," you can micromanage Companions.
TW has purposefully hidden most of the "economics" mechanics behind the scenes. They did this with Warband, too. All of that stuff is more-or-less running on autopilot with certain actions like Village Raids having an effect and Towns being effected by Sieges and the player's choices for buildings/etc. Aaaand, that's it. Why? Because it's a Battle Fightin' Gaem and not a 4X.
There is nothing short of the threat of bankruptcy that would make TW try to add more player controls of what they consider to be "tEH eCOmONy." It just won't happen - They do not want to go anywhere near being accused of making a 4x game... This is a Battlez Fightin' Gaem.
I think you'd probably like:
https://store.steampowered.com/app/1527950/Wartales/
or
https://store.steampowered.com/app/365360/Battle_Brothers/
or
https://store.steampowered.com/app/233860/Kenshi/
But, those games focus on squad-level tactical play with some RPG elements, not large First/Third-person ARPG battles. That's really the rub - There is no gameplay experience like Bannerlord's large ARPG battles. /shrug
For larger scale with the choices you're looking for, you're basically at the Total War level or Crusader Kings kind of games and you'll be limited in your ability to customize troops.
Note: The Warband mod, Prophesy of Pendor, allows you to create Custom Knighthood Order that you can equip and train (two unit types) using blueprints for gear that you've acquired. There's also expanded economy options and fiddly bits, but not really any deeper than Bannerlord's.
Also: There are very real mechanics in the back-end of the Mount&Blade games regarding economies and effects. But, none of them really, truly, mean that much to the end result of the player's gameplay experience. They really don't have a ton of effect as there are always multiple ways to find what one needs. So, in essence... they're largely window-dressing, which is why TW should never try to make them more than that... unless they are willing to provide substantive decision making and interactions for the player, there. And, that would likely detract from Battlez Fightin' Gaem, so... /shrug
:)
They've succeeded at making an excellent medieval combat game, but there is nothing wrong with wanting more game mechanics tied to the fighting. It would give the fighting more impact and meaning with deeper mechanics involved on the overworld screen.
Patrician 3 was a great trading game. running a business of sea trading in the baltic.
Gladius a great tournaments game. building a gladiator school and going from competition to competition.
Frankly im not even sure crafting is appropriate in this setting, sure making your own gear could be good, but the concept here is about leadership.
granted the management in this game is a solid improvement over viking conquest.
i guess the question is, if there are no wars to fight, is the game still enjoyable? there was an argument in the last kingdom. a dane says 'a man gets his wealth from raiding' and the king of wessex answer 'thats how a man takes his wealth, but wealth is made from peace' war should be an event, either good or bad, but not the sole constant that makes the game playable. if the game is boring without fighting, then you could always play more CoD... thats my attitude toward these things, starcraft is a game made for constant fighting, im just bored with it.