User:Psymann/suggestions

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Features for Simple Knights

Home Army

Knights/Cavaliers/Heroes can spend time and money training groups of peasants from their home region into men who will fight for them. A character with any sort of position (ruler, banker, judge, general, army marshal, army sponsor, duke, lord) cannot perform this task as they are too busy doing other things.

Eg Cal (Knight of Perdan Mines). When in Perdan Mines, he has the option:

= Recruit and train local youths...


-- Recruit... (X hours) For each 4 hours you put in, you recruit a youth to your youth pool.

You can't recruit more than 100 youths at any time.

Approx 50% of trainees are not of a high enough standard, and drop out. You can affect this number by your choice of four different training methods. You have one method you teach best, your captain has one he teaches best, and the men have one they learn best - so up to you do find out which is the best compromise.


-- Train... (X hours, 1 gold) You then train them, 1 gold for any amount of time.

The youths start on 0 trained. For each hour you put in, they go to 1 more trained (maybe between 0.6 and 1.4 depending on your leadership skill and the skill of your captain). The total number trained they need is determined by the stats (att/def) that you want for them.

Once they reach the target, they are held in reserve on 1 gold per week for the whole lot, and can be added to your army at any time for the cost of 8 hours. (Think like the Territorial Army in the UK) After they are added to your army, they're paid as full-time normal troops and are indistinguishable from them.


You can only train one group of youths at a time. Once they are added to your troop, you can start again.

Alternatively, instead of being added to your troop, they can be transferred directly to be militia in that region.


Battle Options

You have four battle options, in addition to the normal ones. All players have this, regardless of their class/status/position. The important thing to note about these are that the best option is dependant on your troop stats, and therefore is different for each and every troop.

Therefore these are things that you can actually pick yourself, and can't just be sent as orders from on high. This gives each troop leader more autonomy to make his own (good or bad) decisions, so you can RP either a talented or useless knight much more easily.


Options: 1) Tight / Middle / Loose formation 2) Quick / Middle / Slow into battle 3) Ordered / Middle / Autonomous 4) Percentage of men to guard the rear


1) 'Tight' helps them stay out longer if they have low cohesion, but will do less damage. 'Loose' will do more damage, but troops with low cohesion will run more quickly. Should be balanced with variables so that a cohesion of 10% would be best off with 'Tight', cohesion of 90% best off with 'Loose'. Also best if there's a little random element thrown in here, so you can't just learn rules like "0-33% = Tight, 33-66% = Middle, 66-100% = Loose", rather that 0-60% could be best off with Tight, 20-80% could be best off with Middle, 40-100% could be best off with Loose.

2) 'Quick' will get you to the front quicker, higher chance of prestige and honour gain. 'Middle' will get you to the front to a middling degree, higher chance of leadership skill improvement and swordsmanship improvement. 'Slow' will get you to the front more slowly. Less chance of improvements, but more chance you'll survive with fewer dead men and without being wounded. Possibly heroes should be unable to choose 'Slow'.

3) 'Middle' will be as now. 'Ordered' will keep untrained troops in the field longer before surrender, and allow untrained troops to do more damage. Highly trained troops will lose morale and get no benefit. 'Autonomous' will allow trained troops to do more damage. Untrained troops will do less damage, run quicker, and lose morale. Figures for "untrained" and "trained" will be somewhere around the 60% mark, but this will vary according to a hidden variable linked to your particular captain.

4) Higher the percentage, the lower the damage done. But for untrained or low cohesive troops, having men guarding the rear will stop the men from running, allowing them to stay in the battle longer, and increase their chance of training and cohesion improvements.


Hunt Goblins

Marshals or Lords and above would not be bothered with such things, as they have regions/armies to run, but those without positions (maybe not including bureaucrats or traders), when war is far away, can keep themselves busy with some goblin-hunting in your own realm.

You spend some hours hunting goblins, which can improve your leadership/swordsmanship, and gain you small amounts of gold.

Hunt them too much, and they rise against you, damaging region stats, or appearing like angry peasants which must then be fought.

Instead, choose to work with them, give them gold, and they will help to raise production in the region.

You can spend a couple of hours to check how much they like you on a scale of 0-100, <35 and there's an increasing chance they might rebel; >65 and there's an increasing chance they might give your stats a temporary boost.


Manage Estate

Have some options that you can use for your estate . Employ Estate manager (cost 1-4 gold per week depending on who you get, and more money is not always equal to better skill) . Invest gold into estate . Invest time into estate

The idea being that: . if you do nothing, you get nothing, but lose nothing. . if you put in a load of gold, and hire the most expensive manager, you are liable to waste a lot of gold. . if you put in a little gold, a little time, hire a good value manager, then you might get a return of up to 30% on the gold you put in. . you can sack your manager after ten days and hire a new one. . a manager who is good value (ie high skill for low wage) will eventually demand a pay rise or will leave.


Advanced Bureaucracy

Bureacrats have the following new options (for use when all regions are in perfect shape and there's no bureaucracy to do)


= Manage repair crews... (X hours, minimum of 4) If the local lord of the region has invested gold in repairing fortifications, then doing some bureacracy work to improve their scheduling, recruiting etc will create more repairs for the same gold investment by the lord. This can only be done during repair work initiated and paid for by the local lord.


= Organise festival (12 hours, 20 gold) The bureaucrat can organise a festival in the region which lasts for 3-5 days (depending on bureaucratic skill). This attracts people from outside the region, and has the effect of increasing population.

Short-term: For the 3-5 days, the population is greatly affected. This means the population could go over its normal limit (and production could go over 100% slightly as well).

Long-term: After the festival is over, the population either reverts to its maximum (if it was at maximum before) or, if the population had been lower, then the after the festival, some people stay behind to live in the region, (or just shack up with whores while they're there, and create new population) and thus increase the population permanently by a smaller degree. This of course helps the production in the region.

So, for example, you might attract an extra 1000 people for four days, and keep 300 of them in the region after the festival is over.