3 GOOD Changes the Game Needs! (Explanation & Theory) - Mount & Blade II: Bannerlord

3 GOOD Changes the Game Needs! (Explanation & Theory) - Mount & Blade II: Bannerlord

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Mount & Blade II: Bannerlord
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Guide
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8 Focus Points & Goals TO DO Early Game - https://youtu.be/_vp58o-Dz1I
FULL SCRIPT:
Changes or Mods I think makes sense:

- Hideouts

Picking the duel vs picking to attack everyone:

Both give same renown, influence and morale
Both give a chance to take the leader as prisoner if he is knocked out


Duel Advantage: It is a 1v1, good if you are alone
Disadvantage: You get less weapon Exp, less loot and
less potential prisoners

Everybody Attacks Advantage:
Way Easier to win if you even have decent units
More loot and more weapon Exp and more potential prisoners
Disadvantage: If you are by yourself at the end, you might lose

In small camps of 4-5 doing a duel is never the right choice.


How i would fix and make hideouts more interesting:

After winning a duel, the remaining enemy units ask to join you.
You also receive more influence and renown because you chose a fair fight.

= This makes the duel worth it because now you can choose to either get
more overall gold and Exp(by choosing to attack all)
or more influnce, renown and troops (by choosing duel)


- Beggars

We need more options then just "im looking for someone" and "good bye"

An option to give 100 denars for 1 renown as a donation (Can be done once
per day)

(Requires 150-200 Roguery) An option to give 200-500 denars (depending on
town prosperity) to go and steal something at the market for you
(50/50 chance to either get caught and you lose 2 reputation with all
noblemen at town and lose your investment OR get 1000-1350 denars
(depending on town prosperity) (Can be done once per day)

- Raiders/Bandits (Big Change)

Make them all into different minor factions(Kind of)
- No leader and cannot form an army.
- Can only take over villages, and can be taken back by owner if they fight
then, same way as a hideout. (Village becomes temporary hideout and bandits
of any kind can go in and out like a hideout)
- Cannot take castles or towns because they cannot form a good army.
- Can become neutral with the player if the player does good by them:
Does not take bandit/raider prisoners when a fight is won
Recruits bandits/raiders if they do not want to fight
Does quests for gang leaders in towns
- Endgame (Requires Roguery 275: able to ally with bandit factions and
the bandits will prioritize targeting the kingdom you are at war with)


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