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Hello patrons! 

I wanted to share a small development update with you all ( and soon with others too ) As you know I can only work on this project in weekends and so please don't expect groundbreaking things all the sudden :) New update adds the following:

- New Buildings: Added three new buildings which gives certain passive and active perks. These can only be constructed when you level up to new age/era. These buildings are Guilds, Taverns, and Blacksmiths. 

Guilds: you can hire minor faction troops for a cost. 

Blacksmiths: brings passive boost to unit spawn rate. More blacksmiths means more weapons and that means less time waiting on production queue. 

Taverns: boosts production and grants ability to hire mercenary troops. 

- Bug Bash: Removed a bunch of bugs that were causing AI to act like a toddler. Now AI makes more sane decisions.

- Siege Engines: Added semi-functional siege engines. They are not yet possible to spawn from anywhere but I'm planning to add this very, very soon as well.

- Moddingception: I converted everything within the module into a more modular system. This means, anyone with another unit or building model can simply add a simple XML file within their mod and AoBL should work exactly same by converting factions to that. For example, I will show Game of Thrones themed units in next video. Modding support within a mod. "Modding has always been a massive part of Mount & Blade, and Bannerlord is no exception to that! I of course want to do what I can to support you in your efforts wherever possible"


Do you have an idea? Feel free to comment below so that we can discuss.

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I don't play bannerlords the game as it does not interest me - only your mod does so I apologise if my idea is already part of the bannerlord game. When I give ideas I am basically coming from an Age of Empires perspective and think of the mod as an Age of Empires enhancement. I would like to suggest that there is a limited ability to appoint certain units to Lordship/knight status where the unit becomes autonomous and goes and builds a small castle elsewhere. That Lord/Knight when then be able to be called upon to provide soldiers in times of need. This new Lord/Knight would be limited to only building a small settlement so that they don't end up becoming their own stand alone computer player resulting in a 2-1 standoff. Perhaps the Lord/Knight could somehow drain your resources or limit your own productivity... Also, multiple wall upgrades (for each segment) so you can strengthen your castle one segment at a time. That was the player is incentivised to try and find ways to build smaller castles (so they can use the excess resources to fully upgrade each segment of the wall) rather than building a huge wall that takes up half the map and then upgrading the entire thing in one go.

Bloc

What you are suggesting is not aligned with what Age of Bannerlords is trying to achieve. Your suggestion is moving more towards Hegemony III and Manor Lords gamestyle. Technically, by adding Taverns and Guilds, I created the similar effect you want to see in game. You are getting some units in exchange of gold - which drains your resources. Only difference is that there isn't a political mechanic tied to this and you don't see minor factions. About walls and such, I see you asked similar question above, I will reply to that one so that you can understand the technical issues on there.