Wish List: Difference between revisions

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*New research options, such as building new swords, lances, spears, bows/arrows, armor types, horses and for defenses of fortified regions, spears on the walls, towers fire arrows, traps along the way enemy troops come in (such as pits for troops to fall into). --[[User:ShadySoulja|ShadySoulja]] 11:53, 7 March 2008
*New research options, such as building new swords, lances, spears, bows/arrows, armor types, horses and for defenses of fortified regions, spears on the walls, towers fire arrows, traps along the way enemy troops come in (such as pits for troops to fall into). --[[User:ShadySoulja|ShadySoulja]] 11:53, 7 March 2008
**Build higher level fortifications, and hire more militia.
**Build higher level fortifications, and hire more militia.
*Proposed new formation - Column. This should provide an advantage to movement speed (if only an hour or two... more would be interesting though) compared to any other formation, but conversely should not be very effective in battle. This way units can form into columns to travel lengthy distances a bit quicker, and if nobles forget to change to line (or whatever) in time for battle and getting slaughtered, Teutoberg Forest style.


===Wishes Related to Regions and Realms===
===Wishes Related to Regions and Realms===

Revision as of 00:19, 26 November 2008

Wishes

Wishes Related to Players/Characters

  • The abillity for Rogues to make a new realm in a rogue region.
    • Will never be added. It should *never* be desirable to be a rogue noble.
  • The ability for infiltrators of a certain skill level to intercept messages sent to any noble in the region they're sitting in (either automatically, or as a specifically activated ability), thus allowing them to actually infiltrate. --Anaris 17 January 2006 22:10 (CET)
  • Character Traits - I think for the purpose of Role Playing, and to add more flare to the game it would be very enjoyable to have character traits (check the link for more detail) -- Darfix
Another nice option would be to be able to upload a small picture of a character onto their info page, really small (think msn avatar size) to make descriptive RP easier. I'm not sure where it would be placed, but maybe when you look at another character's info? Just a thought ^_^ Seauld
(No, I don't expect all of these to be granted; I'm looking for a good IG way to handle region-hopping priests and other problems with "I'm-the-faster-clicker") --Anaris 21:59, 24 January 2007 (CET)
  • Adventurers being able to steal from other Adventurers. Like how a Infil attacks in the night, adventurers can sneak into the other guys tent/grass area, and try to steal something form him, maybe he will be successful other times he might not, there is also a chance of the Adventurer spotting him and fighting him off. ScottSabin 19:35, 28 January 2007 (CET)
  • Restrict the item limit to adventurers they can carry on their back. I am carrying the amount of stuff that 10 men would hardly be able to carry. Instead of carrying all the stuff with you allow adventurers to buy a simple house (20-50 gold depending on the region type.) He could store unlimited amount of items in his house and sleep for free. At this time it is not beneficial to have gold and silver so no one is selling their items. Being able to buy things like houses would increase the value of gold. In middle ages some so called commoners were richer than some nobles. (by Montex, 20th March, 2007)
I believe this was somewhat solved with the adventuring equipment, though I would really enjoy that adventurers would be able to have an "operation's central". My advy returns home every so often, and it is only home because I said so, since not even the lord of the region could have known she showed up there, and is therefore, theoretically hers. Here is the text for adventurer's equipment: "Adventure Gear - Is all the stuff that you need for adventuring, and includes stuff like lamps, ropes, pack mules, or (at high values) maps. It relates to your Adventuring skill." - Bluelake 16:40, 29 April 2008 (CEST)
  • New action for infiltrators: break and enter. The infil sneaks into a particular noble's tent and steals random letters that the noble received from others. Only nobles present in the region qualify for being targeted. Change of success and number of letters stolen depends on the infiltration skill, and the number of troops guarding the tent i.e. how many troops the TL has with him. -Pizarro
  • Secret Police available to Judges as well (not only for the Ruler). After all it's the Judge that has to punish if someone's in the underground, or if there's something wrong with a guy's gold/bonds/unit... Van Peteghem 20:31, 16 April 2007 (CEST)
    • Actually, I think it's better for the ruler to have the secret police, and make everyone else have to trust the ruler's word. That's why there are no secret police scribe notes. If there were, no one would believe accusations without a scribe note to read. This way you have decide for yourself if the ruler can be trusted or not.
  • Brawls for adventurers. They aren't nobles, why restrain them to noble behaviour? Let them attack others without their conscent! (adds fatigue, perhaps up to a light wound. If they both want to fight it out they can use duels). -Chénier 05:00, 6 July 2007 (CEST)
  • I made some suggestions for adventurers but in a wrong place. :) forgive me [1]
  • Anyway basicaly for adventurers to be able to do unlafull things and become bandit like adventurers.
And for lawfull adventurerd to be able to hunt the "evol" adventurers down for bountys (berhaps have some npc bandits, like monsters, although they wouldn't be spawning as fast nether would they be coutch as easily as, or do they exist in as large quantities as monsters, neither can they be utterly whiped out as monsters, and of course bandits don't eat people, perhaps very seldomly kill them but they do steal gold what monsters don't do, and unlike mosters war affects them aswell...when the realm is at war bandits move to other places (a realm in war is usually dryer of gold and more alert, any bandit knows that)).
And I also support that brawling mentioned above. It could be dependent upon sword fighting (to me sword fighting skill equals to melee fighting skill, don't know why exactly, perhaps because in-character only 1 character out of 4 uses a sword.)

Metsamees 16:40, 6 July 2007 (CEST)

  • A few suggestions to improve the role of the adventurer in a realm. - Bluelake 16:40, 29 April 2008 (CEST)
  • Unitless Heroes and Adventurers be able to join troops Metsamees 16:04, 2 August 2007 (CEST)
  • User:Foreign Curs/Suggestion:Expanded secret police options Foreign Curs 19:06, 10 August 2007 (CEST)
  • User:Foreign Curs/Suggestion:Juridical warning & log Foreign Curs 19:06, 10 August 2007 (CEST)
  • Adventurers can find region resources - as a unique item, or similar, and adventurer can find a new deposit of ore or copse of a certain type of good building wood. The location can be "sold" to the region lord. The region then has a higher production value - permanently or for a set period of time.
  • Trader Changes User:Dragonfyre13
  • New commoner class - Enstance Family
  • New wish: make the General automatically a member of all armies, or at least give him the option to speak to the armies as message groups.
  • Kidnapping and holding hostage. Right now the only way you can hold someone hostage is if you happen to nab them in battle. Being able to intentionally go out and kidnap someone (perhaps provoking a battle) could open up whole new areas in politics. The kidnapped person should also be held by the person who did the deed rather than being sent to the realm's dungeons. Think King Richard secretly being held hostage by one of his own barons type of thing.
  • For infils to make standard scout reports, of only the region they themselves are in and it would take more time than briefing and debriefing a scout(so a infil would do the job in 4 hours or so). Thusliy to scout neighboring regions it would still require to own scouts.
  • possibility for commoner to gather some brave and form mercenary troops, and eventually rise to bnobility trought victorius battle, or being crimianl looting region. Or if the strenght conset it howertrow a landlord and take noble quarter with force, after that he have to defend this right or be destroyed to other noble.
  • Give Judges the option to send prisoners to other realm dungeons, but also gives the prisoner a higher chance of escape. This way if someone that realm a wants in their dungeons is captured in battle by their ally, realm b then the judge of realm b could send that prisoner to the realm that has been trying to capture that prisoner. - ShadySoulja 7:31, 5 June 2008
    • Sorry, but this would make it virtually impossible for infils and many other chars to fight, as all they would have to do is be captured once in a realm, and they could no longer be able to fight anyone else they were at war with, upon fear of execution. Realistic or not, you kill the fun for many players with this. --Jmadsen 02:37, 6 June 2008 (CEST)
      • That is why there would be a much higher chance of escape, sending a prisoner from realm a to realm b would pretty much be setting the prisoner free as I believe it should be about a 90% chance of escape, or something like that anyway. - ShadySoulja 12:55, 20 June 2008
        • It could be even more dishonourable for the judge to send the prisoner to a foreign realm than it would to execute him himself. Some honour loss for sending him, even bigger if the character is banned in the destination realm. Perhaps not even be allowed to send to realms that have him banished? I could still see people wanting to import prisoners to torture them, which wouldn't add much of a greater threat to infils. -Chénier 15:01, 21 June 2008 (CEST).

Wishes Related to Troops

  • Wood is used in repairs. Wood would be used to fuel the blacksmith fires, replace broken bows, etc. Why not make wood a bit more useful? The wood could come directly from the regions wood supply and if not available, repairs couldnt be made (or a higher limit on how much repairs cost in time/gold)?
    • Going with the wood request. How about regions with wooden Palisades, requiring wood to build and repair them also maintain them. It would open up a new tradeable good, with Traders not far behind a battle, ready to sell wood to the region. (Just like in modern day conflict you have the engineers and reserve echelons to help repair what has just been damaged)
    • A better idea: make wood a requirement to do civil work. (There aren't always enough trees around to rebuild a town that was razed durring a war.)
  • To be able to scout different regions while travelling. You need one hour to scout, which in reality would mean to stop the whole troop till the scout returns one hour later to the same place. Then you could continue your travel with one hour less.
  • New Battle deployment options and Ambushing - Fenrir
  • Random chance for troops from a region who is devoutly religious (ie. >99% believers in a religion) to be inspired to fight especially effectively in battle. Bonuses calculated on the religion's power. --Jezralhm 08:59, 5 February 2007 (CET)
  • Naval forces. Could be used for putting troops ashore and/or shore bombardment of coastal areas. Naval battles could be an option as well.
    • An idea is that each unit(depending on its size) could own a ship or two to contain their unit. The ship could judged on its size. A galley could be a lvl 1 type ship and could carry a max of 30 soldiers and could cost a certain amount of gold to buy. Naval battles could have boardings, capturings of ships and sinkings. A ship could have a damage modifier like equipment. Possibly maybe a quick raids on land regions could be involved in it. Wood could be used in repairs. Sea regions might be called "sea of Arklish" or maybe just blank with unfixed borders like in the colonies.
  • Marshals should be able to discipline(bad marks, fines, etc.) there own people for insubordination, failure to follow direct orders, and conduct unbecoming an Officer/Troop Leader/Noble. Within a military structure, these issues should always be dealt with internally and at the lowest level possible. It is unseemly and completely out of military character to have these matters brought before a King/Council. That's what Commanders are for.--Rtsmith67 09:20, 17 May 2007 (CEST)
  • "Retreat when.." option that would allow for example archers to retreat when the enemy gets too close.
  • Under the Marshall Commands, for Army Information: Would it be possible to add the current army designation of a unit along with the current classes of the nobles in the army to the Info display? It'd help when working out local issues, like realm recovery post-monster/undead invasion. - Baatarsaikhan 00:19, 2 November 2007 (CET)
  • Under the Marshall Commands, for Army Information: In part with the above, compacting the Troop Size and Troop Types enumerators to simple numbers only and a letter designation respectively. - Baatarsaikhan 00:19, 2 November 2007 (CET)
  • A troop that has a caravan in its paraphenalia, could get resourses from the region it loots in. (if it loots the resourses, if only tax offices then no resourses)
So one could loot food from its enemy to feed its own people (was done often),

or looting wood (i'd imagine ancient egipt or some woodless region would do so) or iron (was also done, in north where i live iron was expencive and hard to find), and then sell it in its own realm. Metsamees 11:42, 10 January 2008 (CET)

    • This has been in the game forever. Nobles with caravans can plunder the warehouses and steal food. I forget the exact name of the looting option.
  • maybe the trooper under a hero can resist more without pay, as like an hero can easily go away for fight, only pay honour and idals... like Garibaldi... who fight in cile... far away from italy... only for freedoom... or make a special setting for this paied twce only at the end of the journey...
  • New research options, such as building new swords, lances, spears, bows/arrows, armor types, horses and for defenses of fortified regions, spears on the walls, towers fire arrows, traps along the way enemy troops come in (such as pits for troops to fall into). --ShadySoulja 11:53, 7 March 2008
    • Build higher level fortifications, and hire more militia.
  • Proposed new formation - Column. This should provide an advantage to movement speed (if only an hour or two... more would be interesting though) compared to any other formation, but conversely should not be very effective in battle. This way units can form into columns to travel lengthy distances a bit quicker, and if nobles forget to change to line (or whatever) in time for battle and getting slaughtered, Teutoberg Forest style.

Wishes Related to Regions and Realms

  • Dating Standing Orders: adding a note to the side indicating the last time the standing orders were changed, and maybe leaving an option for the marshal to use to "update" the standing orders without changing the text. That way, tl's in the army could know whether or not the standing orders are really accurate and can be followed for that turn...or not. As it is, if orders remain the same, then tl's have no way of knowing unless the marshal actually messages them to tell them the orders remain the same. --RubyDragon 00:47, 21 March 2007 (CET)
I already, Manually add a date to my characters standing orders anyway. -- Shenron
Perhaps allowing the Standing Orders to be completely removed (by the Marshall) would make more sense. Or adding an "expires on" tag. --Calvin November t/c on 04:18, 17 April 2007 (CEST)
  • Weather readings, or other information important to battles: Wouldn't it be nice if a scout report showed the weather that was expected that day or the next. Helpful in battles for Marshals and Generals to plan battles based on if it's windy, calm, etc. Whatever it is that causes archers to fire wildly or lucky should be viewable from the scout report. This would allow the generals to decide if they are going to deploy an archer opening round, or charge with Cavalry because it's too windy. Pete February 14, 2006 01:15 (CET)
    • I don't think that would be very logical as people don't really have weather forcasts like we do...therefore I would suggest being able to notice trends in the weather after many scout reports...say about a hundred?.--J 22:17, 18 October 2006 (CEST)
    • I think that the region the scout comes from and possibly the duchty the region is in the scout would be able to give some type of suggestion of the weather. This would only aid the defenders of an invading force though.--Jaymes
      • In the old times people could tell weather, by various methods. Most people could (likely the nobles coudnt), you didnt need to be a wise-man or sage to do it, it is todays people who cant tell by themselves. - So asking local people could be a solution aswell.

However i think this isnt a good idea, if i figure it right implanting it is probably mutch trouble, and there are better things to implant, than this.... however it is only my oppinion. Metsamees 10:35, 19 July 2007 (CEST)

  • It would be very cool to be able to build a statue in honor of a character -- such as a beloved ruler, a fallen hero, or even a very rich and vain region commander. Basically, the region commander puts down 50-200 gold, selects a name from the list of TLs (which includes recently deceased heroes) and gets a stone, marble, bronze, or gold statue in the region, which would be listed in a region under buildings as, for example, "Marble Statue of Ivan". It'd be nice to be able to honor heroes who've been dead longer than that, but that would require typing in the name -- which would probably result in problems
    • Going with the statue idea, surely it'd be cool to add the option to tear them down like a guild house or recruitment center. When ousting an evil dictatorship, it'd be nice to take down the many statues of the tyrant ;) This could leave very cool RP open, as an invading realm could leave statues of enemy heros or commanders due to the peoples' likeness for him or her, or just remove the statue and build their own. -- Darfix
    • Going along with the above wish, that the statue would also cost wood to construct! Get some use out of underused wood.
    • Going with the statue idea. Maybe you could build statues in temples as well =) for gods and honoured Prophets, -- Shenron
      • Me thinks statues in temples are already there, as a part of a temple. (lest the deity says to have no statue of it - like jesus).Metsamees 16:25, 6 July 2007 (CEST)
        • With the new regional description system, region lords can add descriptions of whatever they want to their regions. Later lords can remove them.
  • Vote for a Duke.

-actually I think that is one of the easiest improvements to make that would make the game much better -- Shenron

    • Does this happen now in Republics and Democracies like it works for regular lords?
  • Realm treasury! Be able to assign points(for taxes) to a "treasury". Then your realm can use it to give money to other realms, save up for hard times, etc. Have bankers be able to "open the treasury" and put certain amounts back into circulation for a tax time. Be able to put personal or family money in the treasury, etc. It'd make giving financial aid to other realms MUCH simpler.
  • Real Harvests. Have two harvests(tax times) a year, fall and spring. But make those tax times be pretty much the equivalent of an entire year of taxes. Going with the treasury request, the taxes enter the treasury, to then enter the money pouches of the nobles. The same thing happens for food. It gets collected all at once, then stored up for later on.
  • I was thinking about how Battlemaster could encourage some smaller realms, and was recently playing a game that mentioned the East and West Roman Empire. So I got to thinking. Advanced Federation --Kag 26 March 2006 03:45 (CEST)
  • Allied General leader commands: It would be nice if allied and/or Federated nations could select one general to be the "allied general" allowing them to issue orders to all realms, and communicate to all people in specific battle groups within each realm. Each realm would create one/two message groups that belong to the allied message group so that the Allied General can message everyone. Also, the allied General would have command of the battlefield over any Marshal. Any other benefits that anyone else may see in this, please note it. Peter Kolak
  • Could there be a few more cities in the Colonies. There is no Duke opportunities. - Shenron
    • Have someone assassinated. Duke positions should be rare. If anyone could have one, they wouldn't be special.
  • Now that the option to gather Region Stats has been removed, some function to gather similar, accurate stats (such as independence levels, etc) is needed (beyond visiting your family or a temple). Perhaps this functionality should only be available to Region Lords and/or Bureaucrats.
  • Regional rebellions to replace a local lord! Give a way to replace the lords now that the titles are held even during capture/serious wounds. And of course, the rest of the realm would still be involved in the fighting, able to chose either side. After the rebellion, the Judge would then have to chose which side to ban.
  • New Gov. System
  • Empires
  • Gov system: Oligarchy, The realm is ruled by a few people(maybe three?). They are elected once. The other positions are only filled by one person.
    • Taken care of with the new customizable government system?
  • Make wood consumed daily like food is. Its used for building/repairing peasants' buildings, smith's furnaces, and heating/cooking fires (especially in winter), so I doubt that cities have enough trees nearby to use. Regardless, it will give traders more to do since the food trade is rather small and exclusive. Fredrich 02:13, 24 December 2006 (CET)
    • Definitely a good idea. It could be taken even further by adding a similar resource to mountain terrains (metals). The consumption and production of wood and metals could be significantly smaller than those of food. The main trade item would still be food, but now and then there would be lucrative deals in wood and metals.
  • Set Guards--Anaris 21:59, 24 January 2007 (CET)
  • Biased court option. Like Just/harsh/merciful court, but only judging certain people harshly, allowing the judge/lord to persecute heretics without having to send the guards out into the streets.
  • The war islands having more regions , SWE has far to many characters to support and it would make things a whole lot ufnner in SWI. SC.XV
    • War islands are dead.
  • Add a few more regions to Atamara to make things more interesting. SC.XV
  • Change the layout of Beluaterra , You can keep the same regions but just change the continent shape a bit.
  • Republics being able to create a temporary Dictator , Sort of like how it happened a few times in the Roman Republic. There will be vote among the council and regional lords as to weather to create a temporary Dictator and if its passed the current prime minister get the title of dictator and he gains all the powers of a dictator but every 10 days the regional lords and people holding council positions vote to renew the dictatorship. The other government positions however all get voted on each election day (End of the month) and when there isn't sufficient votes for the dictatorship to be renewed the Dictator become a Prime Minister again and a ruler election is held the next day. SC.XV
  • Region lords and their knights should be more bound to their region and not to the realm. Some ways to do this is allow the knights and lord recruit from only their region and the capital. Allow looting within the realm. The ruler shouldn't easily take command of a region from a lord without consequences, it makes it too easy for the realm to keep control of their regions. Vistuvis
    • Recruiting outside the capital is on the "Will Never Happen" list. The ability to loot anywhere has already been added. The ruler *cannot* take a lord's region away. (Strip titles was removed a while ago.)--Indirik 03:16, 21 August 2008 (CEST)
  • Region lords should automatically get battle reports of battles that take place in their region.
  • The ability to improve the road conditions in the region. This will cost but will mean a better travel time for troops. It would cost the region tax to keep up to standards just like a RC does. And the better the road is the more it will cost to upgrade and repair, just like RC's ScottSabin 18:31, 29 September 2007 (CEST)
  • Some diplomacy thoughts. First it would be neat if allied realms were forced into war when one of their allies goes to war...or the alliance could specify 'defensive' or 'full'. Second, once war is declared, if the nation signs peace too quickly there could be peasant revolts, or if they are at war and some unseen factor monitor's their participation they could be punished for not fighting. This ideas I'm throwing out there to assist with breaking peace stalemates, because it's better than GM messages that say 'go to war with each other or else.' Malitia 04:13, 25 October 2007 (CEST)
  • Additional type of take over: Liberation Takeover. Foreign Curs 14:14, 1 March 2008 (CET)
    • This would probably be way too powerful.
  • A couple new islands to make travel faster/easier on the East Continent, maybe give realms more of an advantage or less of one. Perhaps a single regions island right in the middle of CT, Kalmar, Poitiers, Kazan, and Perdan Mines. To be a city of admiration, it would be the largest city that makes the most gold but of course at the same time uses a lot more food. Also new buildings, like training centers to help recruitment centers, training grounds that are for realm use tournaments only, mines, maybe some illegal buildings to such as smugglers, and such. --ShadySoulja 12:03, 7 March 2008
    • Judiging by how much work it is, I doubt this would *ever* happen.
  • tavern option for adventurer is city and townsland region, with drink (flavour option, but can give chit chat report) and gamble option (money lost can be keeped for increase looting), noble can visit it but if discovered prestige drop. --Vecchioratto 18:00, 6 May 2008 (CEST)
  • Duchy tax system Change-

Where the duchy is able to give gold to regions as part of the tax, thus benefiting rural regions and regions that need militia. --Archbane 01:55, 27 May 2008(GMT+8)

    • Buy food from them.
  • Real Economics Building-

A new type of buildings that can boost tax gold production(Region Marketplace and Trading Center) and food production(Windmills and Region Granary). Say a 5% boost, thus making the region's normal maximum production 105%, and if you have both 110%. This building should cost as much as a RC for the first and prohibitively expensive for the second, say more than a thousand gold. If you are at war, the building can be pillaged and all, thus bringing economic destruction to a whole new level. But mostly this will be a way to develop regions. --Archbane 01:55, 27 May 2008(GMT+8)

Wishes Related to Guilds and Religions

  • Guild founders being able to upgrade a guildhouse (in the same region they are in) straight from the guild treasury, regardless of whether they are the region lord, and without the funds used counting against their guild treasury balance. --Kag 22:00, 8 May 2006 (CEST)
  • I think that while guild founders being unable to send gold/bonds to other members, isn't a good idea, it did give me an idea. In guilds, the founder might want to reward certain members (or aspirants) that do something very good (relatively speaking. Very good as in good for the guild), other than just promoting them. In light of this, I suggest guild elders (founders by default. Elders would get this option only if the founder allowed it), be allowed to edit the account balance of guild members (with no loss to their own account). Guild founders/elders would NOT be allowed to edit their OWN balance or those of people above them in rank. --Kag 04:24, 8 May 2006 (CEST)
  • The ability to create message groups in a religion.This would cater for those religions that have seperate orders in their religion.
    • Or just the option, "Message to (specific rank)" for guilds and religions...
      • Wouldn't work for the case in point. We have elder rank for the leader of those in the rank. He wouldn't hear what they said.
  • Religious holidays! Like ducal festivals or, better yet, tournaments. But I think festivals is more likely. Basically, allow a religion to declare a holiday. Pay a few hundred gold, and raise morale in all the regions where that religion has followers, or some other effect like that. It'd be more complex, of course, but thats the general idea. Vellos 18:20, 6 June 2006 (CEST)
  • Ability to donate gold to a religion without just putting it in a treasury - therefore putting gold into the treasury without gaining a balance bonus. That'll help on the money issue most religions have (but more importantly show how much you like said religion).
    • Love this idea because people are always using a relgions gold for themselves instead of attempting to further the actual religion. But only allow preists and regional lords take out money so they can build shrines and temples (without getting a negitive balance if not already implemented)--Jaymes
  • Guild Loans --Kag 07:27, 31 July 2006 (CEST)
  • The Pope, Or whatever. If you have two theocracies of the same religion. They can have like a pope. The Pope can say if they have the divine rights to rulership. The Pope could also tell the realms what to do so on. The Pope obviously doesn't have to be called the Pope. You can give him his own name. The main point is... it would be just like european medieval times. Shenron 3:24, 28 October 2006 (CEST)
    • You already have this. Just use the existing rank system to make a special "Pope" rank, and have him or her issue directives through the links for messaging followers. The followers will choose on their own to obey the Pope's orders or ignore them... just like European medieval times. -- Murakama 15:49, 12 December 2007 (CET)
  • Priests should gain honour and prestige..maybe for a lot of preaching..and the pope idea isnt that bad eithermärt reose
  • Priests can pray for good weather when there is going to be a bad harvest. --Elladan 02:21, 4 January 2007 (CET)
    • I don't think this should be allowed. Priests have the support of their "Gods" but the legitimacy of said gods should always be in question. --The1exile 02:28, 4 January 2007 (CET)
  • Guild referendums. Just like those available to realms.
  • Guilds being able to buy and keep food/wood , It would add a great roleplay / commercial aspect to guilds. SC.XV
  • General improvements to the guild economy system. At the moment, the guild treasury is little more than a highly efficient way of wasting gold. Guilds have huge expenses for taxes and maintenance, but almost nothing useful to spend their money on. Some suggestions:
    • Reduce guild taxation, so that only gold in excess of 100 (or 500) is taxed.
    • Easier transfers of money internally in the guild. Perhaps elders could grant money or increase the balance of other members (not to themselves of course).
    • Each rank could have a monthly budget - an amount of money that they are allowed to spend from the treasury.
    • Allow guilds to build their own houses in stead of having to beg region lords to do it.
    • Allow guilds to build workshops (limited by house size). Apart from being good for roleplay-themed guilds (eg. trader supplies for a trade guild, weaponsmith for a military guild) it could allow members to buy things outside their own realm.
    • Transfer of gold between houses. Perhaps by caravan escorted by guild guards (with the risk of infiltrators waylaying the caravan).
    • Allow guilds to found armies! Probably difficult to implement, but could make very interesting guild wars or even crusade/jihad style religious wars.


Miscellaneous Wishes

  • Interface modification: Showing what paraphernalia your character already has when in the "buy paraphenalia" screen.
  • Another competition on the tourney, Teaming. - Gorlack
    • This is called a, "Melee," and was quite common at Medieval Tournaments. Like a cage match, all the participants got into the fighting pit and fought until only one was left standing.
      • this is wonderfull idea!
  • Message to one or more player in region.Instead of just to all in region.
  • More interesting weather effects
  • Theocracies can get a tax bonus for people tithing to the church.
  • Character Equipment
  • Viewing the untrained scout report of the territory you are in (basically, what you see when you click the region name at the bottom of the screen)is a scout report, to make it easy to send out.
  • Anonymous messaging. Takes an hour, or maybe some money, and you can send an anonymous message.... it'd be very useful.... and very, very fun....
  • Internationtal/worldwide wars. This would add a whole new level to war, making a war become so large, that litteraly the whole world is affected.
  • Kind of going along with the above wish, the next undead invasion on Beluterra could be more concentrated into maybe three huge hordes that pillage and burn all over the continent, not smaller armies in all the regions. That'd add a lot of extra challenge!
  • Colour schemes for Council message groups. Each realm can have 1 message group which they can make all message too (from other members) in a different appealling BG (like Yellow for example). This again will allow council members to skip past all the 'unimportant' messages in order to find message that are needed. For more info on what I mean add message to my user discussion page. -- Fanta
  • Non-traders/bankers being able to tell what season it is. Right now, unless you remembered when it said season change, you have no idea if it's winter or summer, something that should be obvious without need of a calender. Maybe when it says "It is currently Night" it could also say what season? Either there or somewhere in the Information page. Olik 19:46, 3 May 2006 (CEST)
    • Theres a solution for this. Go last months messages, and use find to search for "A new season" and you'll find it. Also, Marshals can see what the season is. --The1exile 16:46, 18 June 2006 (CEST)
  • Create "boats" as an item that can be used from port cities by Traders to travel from port to port. Also, this could add an additional method of warfare with a couple different sizes of "troop carrier" boats that could drop off in port cities. Obviously they would need to cost a bit and would travel at a reasonable speed but still allow remote attacks and transport of food, etc from other realms.
With this idea, maybe we can add marine warfare to the lot?--J 23:40, 18 October 2006 (CEST)
How about something easier to code: connect port cities like on the West Continent. Of course, it should be much slower than traveling by land since there are fewer risks. Fredrich 02:13, 24 December 2006 (CET)
  • Marriage should be a bit more than a RP....if married with a lord than the one married with a lord gets a title.baroness,dutches,count etc.but with less command options.märt reose
  • Marriage is indeed very important and definatly should be made more than RP and i'd like to add more to that idea. I think on the day of the actual marriage they have to have priest who they chose. Has to be a player and that goes down in their family history. Also if Marrigaes take place with a King or Queen, even if the betrothed is from a different realm. There will be two Rulers! King and Queen! Shenron 3:36, 28 October 2006 (CEST)
    • If they choose, i dont think it should be mandatory to do it in front of a priest. I dont know howmeny pagans there are (IC my chars are /OOC i still am pagan). Metsamees 12:11, 19 July 2007 (CEST)
  • The ability to create an in game item. The item would need nothing else other than a name but could be given from one player to another player or put on display somewhere. This would add some depth to roleplay by allowing us to create relics, wedding gifts, prized trophies, etc. It would also give realms a reason to fight (to get back some ancient relic that has been stolen, etc) above just the quest for more land.Anulith
  • Oaths of Brotherhood, I think people should be able to make oaths of brotherhood. In these the people are now brothers or sister or brother and sister in some rare cases. What these will be for is basically claims to royalty mainly but can also be used for reasons to wager war! Shenron 3:38, 28 October 2006 (CEST)
  • Religion Rank displayed in name siganture. -- Shenron
  • Composite names, such as being able to use Jean-Olivier and Louis-Joseph instead of JeanOlivier and LouisJoseph. -Chénier 20:56, 3 December 2006 (CET)
  • Monuments / Wonders . It would work in the same way wonders in Rome Total War do. You put some wonders on each continent and whichever realm controls them gains benefits like : Increases morale / loyality in regions in increased production. SC.XV
  • Able to change name capitalization.

--Happlo 02:22, 25 December 2007 (CET)

  • The option to store unique items in your mansion. To create sort of a museum or galery (collection of those items, berhaps could aslo be traded between nobles) of sutch. So they dont keep deteriorating. (and berhaps those could also be stolen by infils or thiefing adventurers, but the chance of that succeeding is very small)
    • The chance of succeeding should be rather high, you mean. A mansion is by far no fortress, and if infiltrators can get through an entire military camp to stab a king, I do think they can sneak into a house and steal an item, protected by about ten sleeping servants and a few guards. Foreign Curs 14:00, 15 January 2008 (CET)
  • Autocapitalzing the first letter in a word in the family name. Ex. (de fere) -> (De Fere)--Anabellium 03:47, 16 January 2008 (CET)
  • a read all option for write down all the report in a message and avoid multiply click on a lot of link... and in the end lost the most important... after we can read more easily on the dynamic map...Vecchioratto
  • Several Proposals
  • Bandits/thieves - These rogues would work somewhat like monsters/undead except they would be able to be different unit types. Monsters/undead are basically just infantry and would be nice to have some rogue forces that are mixed infantry or archers (maybe even special forces or cavalry?). They would be more likely to show up in places with low realm control and places far from cities. Other factors could be whether there is militia in the region. They should also do random looting of the region if not attacked. Sypherwolf 03:03, 14 February 2008 (CET)
  • In Colonies, in the first part of the day, you decide of a course of action and when you scout you don't see what the enemy committed to. On the second part of the day, you can see what other people have committed to through scouting. You can change your action but you lose many hours, and at the end of the turn your action happens. Could be done in the Colonies. This would negate by a lot the advantage of logging 30 minutes before turn change which is real bad in war time.--Castillo 10:28, 19 August 2008 (CEST)
  • Misdirecting takes up a lot of hours, when a very active player can do it by losing only 1 hour, he travels, then cancel the traveling, then he can even travel somewhere else. Make misdirecting nobles lose only 1 hour of the extra 7 hours.--Castillo 10:28, 19 August 2008 (CEST)
  • Having a page where both messages received and message sent, can be seen together. I.E. : Message - All Messages. --Castillo 05:20, 15 October 2008 (CEST)

Rejected Wishes

Freshly Rejected

These are listed here so they don't just vanish.

  • friendly duels during tourney. that's what the tournament is all about... and no, no extra free duel stuff. tournament. eot
  • Priests can make miracles. See the discussion


Repeatedly Asked, Repeatedly Rejected

These are wishes that people have asked for many times, and Tom has decreed that they will never be granted. So don't ask about them, here, on the bugtracker, or on the discussion list.

  • Recruiting Away from Capital
  • Reply to All on Messages
  • Transfers of Gold (not bonds)
  • Transfers of Money Not in Cities
  • Changing of Region Types (including building or destroying cities)
  • Archery Skill or Archery Contest in Tournaments
  • Forums
  • Anything to cater to the specific problems of MSIE users (there's already a solution for them: Use a real browser)
  • Prison Break option for Infiltrators (they already have slightly better chances than others)
  • Priests-as-healers (stupid old D&D concept)
  • Newbie-only island (that would newbies away from some of the most interesting aspects of BM)
  • Non-Human races
  • Confirmation dialogs. Search the discussion list archives for extensive reasons.
  • Plagues, famines, diseases, etc. - anything where a random event considerably impacts a character.
  • Anything related to guilds/religions that turns them into banking houses

Wishes Granted/Made Irrelevant

  • Seasons, for *all* continents. -Chénier 22:35, 5 May 2007 (CEST) sure, just wait until they're done, ok?
  • Family name added to the signature after messages. -Chénier 20:56, 3 December 2006 (CET)