Hello everyone and welcome to my list of features which I want to implement in this mod. This is also a list of known bugs. Some of them are quite complicated and may be a bit confusing to explain but bare with me.


NOTICE:
I'm looking for experienced modders to join me in this nearly impossible quest to implement all these features. If you are interested please pm me.


Known Bugs:
. Lienna still functions as a lord despite wearing lady clothing  fixed
. Some male lords are spouses of other male lords fixed



Minor Features Goals:
. More Ladies: Right now there's a lack of ladies in the game with the khuzaits only having four etc WIP
. Titles for minor factions: better title system overall
. More training fields and exp gains from training sessions (Not sure if thats a thing now but it was in warband)
. Sleep mod - Resting in a settlement overnight is pretty much required  Implemented
. Gain relations by fighting alongside lords. Overall higher relation gains
. Higher Renown Gains 
. Wars stories mod (waiting till I can create a new msg) Implemented
. Better faces for all factions (Balance it out with some good looking, some ugly, some fat, etc to make it more realistic and satisfying) WIP
. AI will not simply run and get slaughtered when they route Implemented
. You can now leave settlements on click Implemented
. Horses can now die in battle Implemented

Medium Features Goals:
. Better diplomacy: Be able to declare war, make a marriage alliance, form a non aggression pact Another mod linked which does this
. Better tournaments: Real "noble" tournaments which are rarer and than regular tournaments which nobles don't participate in. Better tournament prizes, more
renown for large tournaments, Better betting system, gain relations with some ladies for winning a noble tournament, Blunt tournament weapons
Mostly Implemented
. More immersive Economy (1 copper coin is the basic unit, 100 coppers = a silver denar, 1000 coppers = a gold coin). WIP
.  Players do not lose relations with everyone if they kill a lord in some cases executing a dishonorable lord will gain relations Mostly Implemented
. Overhaul of ransoming: Your vassals or family ransom you, you have to ransom them.
. Ability to barter your way into having a ruler of a much weaker faction become your vassal
. Larger village scenes with more houses, expanded castle scenes
. More cut scenes: Weddings, Swearing an oath to serve a lord
. You can demand a duel from a lord if he insults you, you can insult lords
.  Lords get killed in battle, player gets killed in battle, player can adjust the chance  Implemented
. The kings/rulers can request feudal aid from their vassals if their eldest daughter is getting married, or to pay his ransom.
.  Kings with no land will pledge them selves as knights/lord to a greater king
.  Honorable lords will dislike you in their talking if you are dishonorable and vice versa
. Private clan wars (Maybe not necessary with such small factions)
. Make villages into manor type where they belong to a certain baron/lord and can be besieged and taken


Large Feature goals Goals:

. Reworked fief/recruitment system:
This mod would be quite a large mod which would try to rework both the village system, the troop recruitment system, and potentially more. This recruitment system would be based on the Anno Domini Lance recruitment system. Each notable provides a certain number of troops yearly (some fiefs have more notables than others) which than go into a garrison. At the start of each year or at the acquisition of a fief a lord or player gets a certain number of troops in a garrison type menu/garrison in their "village" (In this it is a group of villages not a single one each notable represents owning a village). They can do with these men as they please, leave them in the settlement, have them act as a milita, set them to runaway if the place is raided, take them into their party etc. However they will not get more until the next year so players have to be smarter about how they use their men. Additionally players do not have to pay wages to the troops in the garrison and they get to use their troops for fourty days for free.

. Village notables change:
The notables change to being either a Priest, a knight/equivalent, the owner of a productive enterprise (mines, stud farm, etc), or a Headman. 

Recruitment:
. Headmen supply 10-50 recruits to a lord yearly based on the size/prosperity of the settlement
. Priests pay a higher tax than other notables (Scutage) which can be spent on mercenaries
. Owners of Productive enterprises will generally supply tier 10-30 tier 2 units a year
. Knights provide themselves (as persistent companions), 1-3 squires, 0-20 peasants

Taxation:
. Headmen supply 5-30 gold (5,000-30,000 coppers) a year paid on a certain date
. Priests pay 10-40 gold (10,000-40,000) a year paid on a certain date
. Knights do not make payments
. Owner of productive enterprises will pay 10-35 gold (10,000-30,000 coppers) a year on a certain date

Relations and Social functions:
. Knights function like companions and can be appointed as marshal
. Priests can be appointed to be Steward/Chancellor/Treasurer and become part of the travelling court
. Headmen cannot be appointed and do not serve as companions
. Owners of productive enterprises can be appointed Treasurer and become part of the travelling court



This chart shows how it works: The king, his barons/vassals, and their vassals. The cross is a priest, chess piece is a knight, sickle is a headman and the anvil is a enterprise owner.


.Castle changes (WIP):
Each castle will now have between 2-4 guard-knights as notables. These will also be companions and they will be equipped with crossbows.
Each castle has between 2-4 knights (Permanent companions type), 10-20 sergeants, 30-70 crossbowmen, and 100-200 light infantry (Milita) based on the buildings that the castle has (or the number of notables perhaps). 



Minor features of the fief/recruitment mod:
. If you upgrade a squire all the way to knight banneret they become a companion knight
. More culturally appropriate terminology for things like: Clan tab (House/Dynasty/Clan/Tribe/etc), Governor (also 3 tiers of governor Bailiff(village), Castellan(Castle), Sheriff(Town))


Household/Court mod: 

This mod adds a function whereby the player has a household which travels with him. This would include the players family, the player, companions, hired servants (increase movement speed similar to mules but less effective) and if the player had a fief than they would have a court which accompanied them too. The main court officers would be selected by the player from either valid notable in their fief or valid household members. Players can leave their household in a certain location or assign certain members to go on missions or they can have their household move with them though this does decrease movement speed. 

Royal Court: Marshal (Army leader), Constable (responsible for recruitment), Steward (Responsible for feasts and household management), Chancellor (Responsible for diplomacy and matters of faith), Treasurer (Responsible for the treasury), Royal Judges (Npcs for immersion, maybe quests), Royal Scribes

Noble Court: Marshal (Army leader), Steward (Serves as treasurer and Steward), Chaplain (Diplomacy and faith), Judges, Scribes
WIP

. Feasts: Not sure if this is a thing but it should be. Some ideas: gain relations with lords which are similar to you through special dialogues, lose relations through verbal sparring with disagreeable lords, gain experience in social/charm. Any lord who has a village, town, or castle can hold a feast. 


. Hunts: accompany your king or organize your own hunt, nice little mini game adds relations with lords participating in hunts, gain experience in archery/crossbows/throwing/athletics. Bring 2 of your companions or invite your notable vassals with you (lords do that with their vassals too)

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warband1234

3 comments

  1. meminimina
    meminimina
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    you should integrate fast dialogue <3
  2. MindfulDroid
    MindfulDroid
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    consider making it modular, as in, different features in different mods. Some of them sound cool but there are also some I wouldn't want to play with (like the sleep one).
    I want to overhaul the recruitment system as well at some point, so I guess whoever does it last can benefit from the other's code ^_^
    The encyclopedia might need an overhaul if there are that many more lords/ladies...
    1. warband1234
      warband1234
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      I would certainly love it if someone else made the recruitment mod haha- and idk if it will be on a modular level but probably.