The goal of this mod is to give the player the possibility to build up a trade empire, with buildable manufactures in the city's, buyable land in the villages, your own caravans and so on. Cause you need consumers, a population system has been implemented, with 3 classes of people (Worker, Merchant and Rich), with different demands. Every city and village produces it's own goods, based on location and culture. The political system has been changed, npcs now have a character that influences theyr behavior. They try to kill each other not only on battlefields. There are also changes to the campaign and battlefield AI, completly new troops, hundreds of new items, scenes and much more.

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Ruling a Kingdom! (Games : Mount & Blade: Warband : Mods : Mercantilism Mod : Forum : Things i would like to see in the mod. : Ruling a Kingdom!) Locked
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Aug 5 2015 Anchor

Posted by WilltheGamer on the official Taleworlds forum.

One thing I think that is rather disappointing is that you don't really feel like a monarch when you are a monarch. While I feel in control of the sway of the country, I don't feel the power that a monarch has. With this in mind I would suggest a few things that could improve the interaction between a monarch and his nation, thus giving more quests for the player and more immersion into the world.

First off I want to start by making a change to the way a king interacts with his vassals. For instance, I don't like the fact that all your vassals do whatever they want. It doesn't seem right. You would think a monarch would have more direct control over his armies. So I have a list of new things that I think would benefit the game overall.

1. Giving a vassal a fief doesn't make other vassals mad unless a specific vassal had a direct claim to that fief from a quest granted in court.
2. All fiefs controlled by a monarchs nation can be upgraded as if they were his own fief.
3. Lords no longer are always completely loyal to one house. Instead, they have three stages: Rogue, In Service, Loyal. Rogue lords will have an army, and any fiefs under their command but wave no banner but their own. In Service Lords are Lords whose fiefs are part of a kingdom and will consider the commands of the crown. Loyal Lords are at the direct command of the monarch, their armies and fiefs are under his command.
4. Foreign Lords with negative affection towards you will no longer come to your kingdom seeking to be vassals, but instead will become Rogue Lords.
5. A Lords loyalty is affected by how much he likes the monarch, which is affected by fiefs granted, lands upgraded, battles aided, and popularity with the people.
6. Your lords loyalty will decrease at midnight for negative popularity and increase for positive popularity.
7. Upgrading an allied Lords lands will increase your popularity with them, but also increase the might of his armies. The more powerful his fiefs, the more powerful he becomes.
8. Executing or banishing lords makes you lose a lot of popularity.
9. Any lords with the "Loyal" status will be under your direct command and will only do as they are told.
10. Lords can be dispatched one at a time or in groups to achieve a goal. The highest ranking member of the group is Marshall.
11. Marshall is no longer a single person title, it is a title given to a single lord that leads a mission. They are "Marshall's" of that mission.
12. When a Lord swears loyalty to a players kingdom, he starts off at rank 3: baron, his rank increases as he completes missions for the crown. Lords can also be manually made into higher or lower ranks. If you lower their rank, that lord will be angry with you, if you raise a lords rank before it is earned, all other lords will be angry with you.

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