suggestion/modding idea - job categorization and guild
Hey guys.
First off, I really love this game, and I love seeing it expand both from the dev and the modding community. I don't have any experience in making mods, but I'm considering learning how to do it, since I would like to join the effort. But I'd like to know first how feasible or difficult it would be, or if people are willing to help a noob through it ahahah. In any case, my suggestions may give you guys ideas so might as well write it down.
My biggest issue with the game so far is the transition between early game to middle game, especially with the priority system in place. I end up with many characters, and I often forget who does what ( Looking at you, Donk and Bonk ) especially as their portrait changes with prestige. I keep having to look at the job page and it's a bit messy, it feels more like an excel sheet and it takes you out of the game a bit I find. I think the beauty of this game is the attachment that you have with your characters, so giving it a bit more structure would help.
So what I have in mind is to set up a system where you can appoint a noble as a leader of a job department ( let’s say, they start a guild ) and you can assign nobles to that guild leader. So you can still have generalists in your ranks like it is right now, but I picture having the portraits on the top screen divided with new categories for each guild created ( the cooking guilds, with the portraits of your designated cooks, then your craftmans, your builders, etc, and then your generalist. ) Let’s say you can appoint a noble to a department when they reach a job lvl 5, and their class evolves at job lvl 10-15-20
So let's say
Lvl 5 - novice, Lvl 10 - journeyman, lvl 15 - Master, lvl 20- Grand Master (I’m bad with names, they may be inaccurate, work with me here. )
Novice - You can appoint them as leader of their craft, they can claim a workroom ( with an oven for cooks, crafting table for craftmans, etc )
Journeyman - Can assign people to them. You can inquire about their jobs, or they will tell you if something's wrong ( they can't feed the animals because there's no food and they are dying, not enough employee for the workload, or too many. They spend too much time fetching ressources that are far away, etc )
At this lvl, they will start getting annoyed if they are ask to do other things than their profession ( I'm picturing a change in appreciation for other things, like 3 or 4 jobs will depreciate, while their main one will increase by one. So they don’t lvl up like others, but it comes at a cost )
Master - They will start requesting prestige in their work area. They can write books about what they've learn that people assigned to them can study ( it starts getting tiresome that every character needs to learn how to build a wall, making arrows, taming animals, etc. It will give a clear advantage to guild members since they wont have to learn every single task, but gradually won’t be as flexible. ) Also if they die, you don't start from scratch, the books remains. ( also, study rooms and libraries would objectively be cool. Books written by masters would give a lot of prestige)
Masters will get offended if they are asked to work on anything else than their craft
Grand Masters - People will travel nations to work under them. You can start diplomatic ties with other nations ( exchange of knowledge ) Unique items, skills, etc
Only the leader can change from Novice to Grand Master, while the others are apprentices. So the way I see it, as your nobles embark on a professional journey, a new set of behavior arises. Either we create new character traits or use existing ones, let's say, evil characters are more competitive, so they learn faster, but will be more prone to start fights with colleagues of the same lvl, and will be less keen to write their knowledge and to teach others. They will get jealous if you recognize someone else in their guild than them, etc. If an apprentice gets a higher skill than the leader, a conflict will erupt and you will be forced to choose between them, and it will go differently if they are more of an humble trait vs competitive one.
A few jobs would need to have minor changes for it to work, but the main one would be Guarding, where I would assign a general with a barack as its work station. A general can save combat position ( because right now everytime there's a battle, I have my soldiers and my character who sucks at fighting, and I keep having to click on each of them to go in the castle, click on my archers to go on the castle walls and my soldiers near the gate ) So I picture a combat drill where you put your character where you want them to be when there's danger, and the general can ''save'' the position so that everyone knows where to go. So when the general spots danger, they tell you the danger level and if they should ring the alarm. ( can be different kinds. When it's some random bandits, I wouldn't want everyone to stop what they are doing but I'd want my soldiers available, while a large raid party is a different story )
-Instead of having ''guarding'' as a job, I woud really like having something like a ''military reserve''. Characters can be toggled as ''military member'' or just, civilians and wont fight/ get ready to treat wounded soldiers as they arrive. Those who are military member can be in different groups that can be binded with hotkeys, or just, having their portraits in different groups. ( because right now every fight is a mess )
During off time, I picture that they could train other characters, make sure that every soldiers is well equiped, or request better equipment depending on the craftman's capability. They could also deal with criminals/prisoners ( interrogation or whatever, and give you a good idea if you should set them free or not. )
Of course certain job wouldn’t have guilds ( cleaning, hauling, nursing, etc ) but some are more obvious ( cooking, crafting, building ) some could have upgrades:
Mining / Forester : You put a zone ( let’s say a radius from a work area ) where they would mine/chop wood and replant automatically. A miner could ask you your priorities, or set limits so you have an easier time with the supply chains. They could talk to builder/craft to see what they need to gather. They could melt ore or chop wood accordingly
Hunting/foraging: They hunt/gather according to the cook needs, they will tame animals according to the rancher’s needs. Foraging could make sense as herborists, to make potions or poison ( I know there’s the alchemy mods, it would work for it. The same way the farmer’s guild would work better with the baking mod in mind )
Nursing - Only if there’s disease implemented in the future would I really see a use for it.
All that to say, I wouldn’t want to lose the current system entirely, this game is chaotic and I love it that way. You try your best with the characters that’s handed your way. The way I see it, the priorities still exist, but it would offer sub-categorization, which is especially useful as you upscale your kingdom. It would cut down a lot of micromanaging, and offers good RP options and a greater sense of attachment to your nobles. Instead of waiting to get the perfect ++ character to come by, it would allow some lesser character to be useful by joining a guild where they could make some ok apprentices. It would balance out the worth of each, since the ++ will still perform better, but will potentially fight amongst themselves for fame while the lesser ones will have a chance to be somewhat useful.
Anyway it’s a long text. Hopefully it’s possible to do through mod (or at least partially), and if not, hopefully the dev will find it interesting enough to implement a few of those ideas.