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Clan Feudalism

Ser Twenty Goodmen 6 years ago updated by Siegbert 6 years ago 3

Top of the morning to all of you good people. Did some research and found nothing on this, but I do apologize if this has been talked about before.
So currently, clans work like this: a clan has its leader and its various members. I have searched around and noticed there are plans to add ranks/officers on a clan, which is great for my suggestion! This would be amazingly immersive, specially if we can name the ranks, but this is secondary.
My suggestion is presented in the next paragraph. I do believe, in my infinite game developing ignorance, that implementing such a system would not be such a challenge, making this doable.
Since I like to see Militari as a kind of multiplayer campaign mode, it would be great and immersive to really implement a Clan as a feudalistic system, taking avail of existence of different fiefs and the "upcoming" clan ranks. This would mean that a Clan leader (comparable to a King/Lord) could grant the clan's conquered fiefs upon his highest ranking members (since clans start with around 5 fiefs near the main castle). When a new fief is conquered, the King may bestow upon a member a fief.

Having a fief could mean some things I haven't fully thought about, really happy if someone would like this idea and keep brainstorming, fief owning features, but my simple doable suggestions are the following: Since fiefs generate X troops (per day? not sure), a fief lord could invest his money (or the clan's treasury, depending the clan's policy), in order to develop it. A developed fief could generate more troops, or even income. Since there are different types of fiefs, small castle could generate more troops than gold, and villages vice versa. This output would go towards the fief owner. Fief owners could then have a steady income of troops and gold to commit towards the clan. 

This would have consequences like: clans with the most conquered territories would have stronger economy and manpower, but when the the clan becomes so large a sparse, it would be hard to keep defending all of its fiefs, since local lords would be more prone towards defending their own little castle/village. Also, conquering strongly developed fiefs would be seen as strategic points, like a fief with gold mine development would be really important towards the clan's gold, and a fief with iron mine development would be crucial towards the clan's manpower.


Hope I gave a nice suggestion and that everyone gives it some thought. I'm sure it would make the gameplay even more meaningful and deep, and De Re Militari would be the stage of great strategic decisions. I will be glad if someone points me out how this would and would not benefit the game, since, ofc, we can't have everything.

So, we're just copying Mount&Blade, huh?  :D

Yeah, I had thought about that myself... but mine would be about a whole kingdom rather than just clans. But feudalism doesn't typically stop at smaller entities, so it could work just as fine this way.


Not really sure it would make for better gameplay but it would put some more purpose into having fiefs. If you're the owner of one, you're personally responsible instead of just having your clan to take matters in their hand. I'd like individual players to do way more on the strategic map.

Exactly, if you had a fief who becomes under attack tomorrow 8pm, you would kinda be responsible for getting your clan together and getting allies and more people to defend it, maybe you'd even pay some mercenaries to help ya.

I noticed in the OKAM steam page there is still mention towards "a player based economy". I think this would be a step into helping this feature exist. And I don't think we're just copying mount and blade, but if we are, it's a multiplayer version of such a campaign, making the concept revolutionary. Also then you should be able to marry Kaktus to secure an alliance.

[quote]Also then you should be able to marry Kaktus[/quote]


Who told you I wanted to? :-/