1. Settlements
Basically, I ripped a page from Linke's 1066, and simplify it to fit a larger setting and timeframe where more possibilities can happen.
(You can read it in more detail here:
http://www.twcenter.net/forums/showt...gne-Mod/page12 )
Linke's idea is simply something we should borrow. Really, lots of 1066 ideas are great.
One of the problem of Post-M2 TW settlements, is the limited building slot; and nowhere it can be felt on minor settlements. This would feel even harsher in MKTW remembering Attila's map not representing medieval minor-major settlement position - so, in order for minor settlement to be able to compete with major settlements, how about combining buildings into the city? And in the same time, giving players choice of development as well as giving a bit of that M2 settlement division with some AoC taste. In short, I propose to divide the Minor Settlement Tree into:
- Feudal Castles
- Communal Town
- Religious/Ecclestiastical Domain
Feudal Castles are a throwback to old M2 military-specialized settlement. These Feudal Castles yields very small to nil income and growth because it goes to the Feudal Nobles, for exchange of military service to the king. On another side, it provides a big recruitment slot, and consumes little food because its mostly self-sufficient. Feudal Castles can get walls easier on lower tier than other kind of minor settlement (and if possible, assigned to edited Barbarian Settlement siege map that are less urban-looking).
From Castles, player can recruit 3 kinds of units from the settlement itself: Elite Noble Units, e.g. Knights very quickly for very cheap cost; Squires and Servants which are middle-quality units, hardy Frontierwatches, and large quantity of low-quality levied peasants.
Communal Town primarily yields great amount of income and growth, however it also consumes large quantities of food. The unit recruited from this kind of settlement are Communal Militias, which are better armed and more disciplined than feudal levies. However, Communal Town on all tiers only have one recruitment slot even though it provides a good amount of militia as garrison. Italian factions which in history depended on Communal Militia can have a trait that enables them to have extra recruitment slots.
Religious/Ecclesiastical Domains serves as City + Temple + Education Center + Hospice that yields Religious Conversion + Religious Happiness + Research Bonus + Sanitation at once. On higher development, Religious Militant units can be recruited from it.
2. Recruitment
Why noble units are very quick and cheap to train, you may ask? Because the income are used to arm themselves and their retinues, of course - And they've been training for war for since young age! You're not training and paying wage to a Knight - you remind them about the fief you gave to their family and their vow to you! Non-noble units are actually more expensive because you'll need to arm and train them, also because it reduce the number of men that could've worked instead.
Of course you cannot spam noble units, they are capped. This is tied to the flexible cap modding design, something tried back in S2: an effect that enables a faction to raise the unit cap can be tied to a building. So, the more Feudal Castle you own, the more noble unit you can recruit - this can be increased further by higher tier Castles or Tech. This system might be tied into Population scripting system if its ready, but even without Population scripts, the team can test the limited-but-available-early elite units that depend on settlements.
Talking about ordinary Military Buildings, so what are they for then, if unit types are decided form the settlement type? Well, Military Buildings such as Barracks/Armouries serves to enhance the core recruiting instead, e.g. reducing cost/adding recruitment slot/XP bonus and such. At some tech level, Military Buildings also unlocks the recruitment of non-noble professional soldiers. For Middle-Eastern factions, perhaps Slave Markets can reduce the cost/raise cap to elite Slave Soldiers?