Why Bannerlord NEEDS CAPITALS! (Discussion & Explanation) - Mount & Blade II: Bannerlord
LEVELING ALL SKILLS GUIDE Info & Tips - https://youtu.be/3drf9UXajVw
Join the discord! - https://discord.gg/TkRcBub
FULL SCRIPT:
- Capitals
In this video we will be talking about a concept i have had since the garrison
bug we received in 1.4.0
The garrison bug made certain castles have huge garrisons of 2000+ troops
due to a militia buff mistake. It was quickly patched, but it gave me an idea,
so i created a video talking about why it would be a great end game feature.
I will link my original video below - https://youtu.be/DBpCqOHLwpY
But more importantly than being an end game feature, it made sense, every
kingdom should have one capital town. I say this because it would be very
realistic. Most kingdoms from the Anglo Saxons to the Danes and Normans, all of
them had capitals in their kingdoms. Also all of these kingdoms were around at
the same time as the game takes place (Around mid 1000s)
So here is my idea on how they would be implemented, the role they would play
and also how they will impact gameplay.
First lets talk about how a capital is implemented:
- Every kingdom in the beginning of the game will start with 1 capital town.
- This town will be located in the middle of every other fief they own.
- A capital town will have double and even triple the garrison of a regular
town, it will be like a stronghold of a kingdom.
- Capital towns will have a level 4 in terms of projects that can be
constructed in them to beef up their economy to sustain the increase in
garrison.
- A capital can be moved to a different town and the move can only be proposed
by the ruler of the kingdom. The move will cost a lot:
100K-500K denars based on your steward because steward has to do with how well
your knowledge is of settlement prosperity, so if you know a lot, you require
less startup gold to move the capital to a new city.
Also when a capital is moved, the previous capital goes back to a normal town
over the course of 2 weeks, in these two weeks, projects will deteriorate back
to level 3 and militia and garrison units will move from the old capital to
the new capital in groups like villagers do.(In theses 2 weeks, you cannot
initiate another move, this is to stop exploits of having alot of temporary
beefy towns.)
- Also if a capital is taken, the stats will decrease back to level 3 overtime
and the ruler of the kingdom that lost the capital will gain negative
reputation with all of his clans, this will lead to some defecting from the
kingdom. This is realistic because if a kingdom was losing all their land,
clans and groups will not want to stay on a sinking ship.
- Now in terms of the player, once a kingdom is started, a player needs to
gain control of 9 towns or castles before they can declare a capital.
These 9 settlements do not have to all be under him, but they have to
be owned by the kingdom.
- Also governors of this capital an only be blood related or through marriage.
So you as the player can assign only your spouse or children as governors
of your capital.
Now lets talk about the role capitals will play and the impact on gameplay:
- Capitals are strongholds, they are the hardest to take and will give kingdoms
longevity. Weak Kingdoms such as the Aserai and Sturgians will have a fallback
plan and will not be knocked out early game.
(Right now if a kingdom is down to one or two towns, they are 100% dead, but if
their last town was a capital with lets say 1500+ garrison, they would stay in
the game and take back land, this makes for more interesting gameplay and
comebacks.)
- Capitals will also be the most important settlement for the kingdom. If it is
attacked, all clans will receive a notification to come to its aid, this will
make it more secure and solidify the point of a capital being a stronghold.
- Now apart from being a stronghold, it will be a place of great fortune.
Workshops will cost more, but will make more, caravans started here will
have stronger units and tournament wins will also give you positive relations
with the ruler clan of the kingdom.
- The downside of a capital is that costs, wage costs for the garrison of 1500
will be steep, you can either choose to lower the garrison and become
vulnerable or pay to keep the stronghold.
- Since when a capital is taken, non ruler clans lose a lot of relations with
the ruler, the ruler or player will have to invest in to upgrades and make
enough gold to keep up with wages and garrison costs.
That is my idea of a capital, yes it probably needs a lot of balance and other
fixes, but i just want to introduce an idea and see where it can go. Whether
it gets added as an in game feature or modders makes a mod on it, i am pleased
to share this concept and how i view it.
Let me know what you guys think, what you agree and disagree with it and lets
have a discussion. Thank you for listening and stay safe!
► Business Email - business.skam@gmail.com
Other Videos By STAN Games & Tutorials
Other Statistics
Mount & Blade II: Bannerlord Statistics For STAN Games & Tutorials
STAN Games & Tutorials currently has 5,626,614 views spread across 1,553 videos for Mount & Blade II: Bannerlord. This game accounts for over 11 days of watchable video on his channel, or 36.43% of the total watchable video for Mount & Blade II: Bannerlord on STAN Games & Tutorials's YouTube channel.