2 BIG Changes the Game Needs! (Explanation & Theory) #2 - Mount & Blade II: Bannerlord

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Mount & Blade II: Bannerlord
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Guide
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Part 1 - https://youtu.be/K6LN1jvPXoY
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Changes or Mods I think make sense #2:

2 Changes or Mods Ideas I think make sense :
Breaking out Lords in Dungeons & Ship/Desert Trading

- Lords in Dungeons:

For now captured lords do not talk to the player, they state "They are
not allowed to talk to you"

There should be a way to break out a lord from a castle or town in
exchange for some form of compensation.

Also you need a higher level of roguery to break out the head of a clan
or head or a minor faction.

Compensation includes:
- Most Common Form of Payment (For lords that are not the leaders of a clan
or major faction) = 3-30 of his best troops based on your Charm Skill + Denars
+ Reputation
-If you choose to break out the head of a Minor Faction, they will join
as a free mercenary group for a specified amount of town(2 weeks - 2 Months)
+ (Most Common Form of Payment)
-If you choose to break out the head of a Clan, they will promise you that
all their clan members will come to an army you form one time. The clan
members will be listed in the army tab, once they are called
once, they dissapear from that list. + (Most Common Form of Payment)

Now there has to be a negative to this or you will break everyone out
always.

Negatives include:
- Negative Reputation with the owner clan of the Castle or Town.
- Negative Reputation with the kingdom leader clan that the owner clan is
under.
- 10-30%(20%-50% if you break out a leader) lose of your troops in party
depending on your Tactics Skill.
(They will stay behind as a distraction / defend your escape)
- If you ever get caught and put in the same dungeon that you broke a lord
out of, you will be in there for longer because they have upgraded their
security.


- Ship/Desert Trading (Similar to caravans, but more endgame):

This will buff the Sturgia and Aserai Economy by providing them with more
resources and in turn better workshops and taxes. This will make them just
a little bit stronger so they can compete with the rest of the kingdoms.

Here is the concept:

3 towns in both kingdom areas will have a Shipyard or a Caravan Tent.

Ships - Revyl, Balgard, Sibir
Desert - Askar, Iyakis, Hubyar

They will give you an option to spend 50-60K denars and give a companion to
pretty much travel out of the map and return 1-2 months later.
(This is suppose to be an endgame feature)

Max of 2 Parties that you can send out, either 1 of each or 2 of one.
Clan Tier 3 required to send out first, Clan Tier 5 to send out second

After 1-2 Months, you will either receive a notification that your companion
has come back with gold and other goods or came back empty handed.

The success rate of companion will go off of their trade skill.
(Also Aserai Culture Companions get 10% bonus in profits for deserts
and Sturgian Companions get 10% bonus in profits for the Ships)

To build up the trade skill, first you might want to make your companion
form caravans and level them up so they are ready for the either the ship
or Desert Trading. This will give you an incentive to make more caravans
even with the risk.

For profits, this is really up for discussion, i also think that you should
be able to choose what your companion should focus on getting same way
as you choose what type of workshop you wish to open.


► Business Email - business.skam@gmail.com




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