3 BIG CHANGES the Game Needs! (Explanation & Theory) #3 - 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
Part 2 - https://youtu.be/dKKdn9WxH9E
FULL SCRIPT:
Changes or Mods I think make sense #3:

3 Changes or Mods Ideas I think make sense :

- Kingdom Conflicts between Clans

So this was very common around the world during the time bannerlord takes place. Not everyone liked eachother and formed armies together, not everyone even liked the king or ruler, there was more conflict within a kingdom, than between other kingdoms.

So here is how it would work:

If a clan becomes hostile with another clan, you as the ruler has the option
to either kick one clan out, kick both clans out or pay off both of them and
in turn make them atleast stand eachother enough to not fight. This will be
popup on your screen and it will be similar to a vote, but has no time limit.
If you go to your kingdom tab, and then under clans, the names of the clans
at war with one another will be colored in red. You can also not intervene and eventually the losing clan will either leave or pay the bigger clan for peace.

Clans can only attack other clans parties or caravans and cannot take
prisoners. If a clan attacks villagers, raids a village or sieges a fief, they
become at war with the whole kingdom since they are attacking property and civilians.

Clans at war with eachother cannot join the same army and are not allowed in fiefs that the opposing clan owns.

Now if a clan plans to overthrow the ruling clan, the non ruling clan can try
to persuade other clans to join them. Once a ruler learns about the clan trying to overthrow him, the ruler can call forward all the clans that are not on the rebel clans side to go and take all their land. Once the rebel clan leader is captured, the ruler has the option to execute him with very little negative reputation lose since the rebel clan leader was a traitor and that was very frowned upon back in those days.


- Fortified buildable camps

This concept is very similar to bandit camps, but it is made by lords.

Here is how it would work:

Once you reach engineering 25, you can start building camps in areas that
you need protecting, could be enemy territory or friendly territory.

The higher your engineering skill is, the better these camps will be and more fortifications and walls there will be.

Once a camp is defeated, it dissapear from the map.

Now to start a camp, you need a companion or family member that will stay and run the camp and also you need atleast 30% of the garrison size of the camp to be filled with troops. Garrison size will start at 50 troops and will grow as you level up leadership.

Now what this camp will do is act like a mini base where you can rest, but
also the camp will send out groups of troops to run around the surrounding
area like bandits do. So if you place this in enemy territory, they will attack
villagers and caravans, but if you place this in friendly territory, they will
attack bandits.

The camp will grow overtime if untouched and will spawn level 1-3 troops that cannot be taken by the player, kind of like how militia grows in towns and castles. This camp will charge you for the garrison you leave and also for the camp itself. If the camp is successful and attacks alot of villagers and bandits, they will send extra income to you.

You can only have a couple camps up at a time and you can disband a camp if you do not need it anymore. I think a good number would be your (clan tier-1) so if you are clan tier 1, you cannot make one, clan tier two can make one camp, clan tier 3 can make 2 camps and so far.


- Ambushes / Surprise Attacks

When you have an army, you are extremely slow and smaller parties and armies always outrun your army. While i agree that smaller armies should move faster, i think the option of surprise attacking is needed.

So here is how it would work:

Once you reach roguery 100, one secondary effect of the perk will let you go hidden on the map with your army or party.

This is a stationary position, you cannot move or chase a party or army, it
takes time to set up like a siege. This can also only be done in areas you
control, cannot be done in enemy territory. Once you are a certain distance
from a fief you own, it can no longer be done.

Now once an enemy army is close enough you have the ability to engage and go into the normal conversation you have before battles.

Also while in this hidden stance, your food consumption doubles since your
troops are waiting and have nothing better to do than eat. Also this will make you choose whether you want to stay to catch someone at the cost of food or if you want to just go the normal route.

Also to balance this, once you reach 200 scouting, you can see hidden parties and armies as a side effect of a perk that you choose.


And those are the 3 changes that i think would be cool if they were implemented or if mods were made. Let me know what you think and other ideas you guys might have. Like always stay safe!

β–Ί Business Email - business.skam@gmail.com




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