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Suggestions/questions from a newbie, only played this game for a couple of days but I am interested in helping out as much as possible with the creation of a Bay12 Kingdom. These suggestions are based on what I have experienced (so far) in-game and what I have been able to gather in this forum and the official one.
Kingdom management: It’s a drain on a person’s resources to manage a kingdom which will result in the King/Queen player will be spending most of their time grinding dungeons just to keep up with expenses.
Using the Trade option in-game to set up a way for Bay12 players to donate gold to the kingdom.
I’ve not seen the option to outright give away neither gold nor items to other players, that’s why with the trade option, let’s say, Girlinahat sets up 10 arrows for sale at a 1000 gold a pop, several of these and we other Bay12 players can donate by buying these. That way more of us can help out, financially, and Girlinahat won’t have to grind dungeons but can actually run the kingdom.
Also, buildings need materials, which we might have to gather in other towns. We can use the trade option to collect and sell these to Girlinahat for a fair price and have it restricted so it can only be sold to her.
New units/recruits: Alternate accounts for the creation of LVL 1 recruits, for the sake of garrisons and other players who need to expand on their entourage.
By having a second account and creating a 5 unit team, within set perimeters for the different classes (keep them all dwarf for RP reason or min/maxing?), 4 of these a player sell to the recruitment office (since, I haven’t tried it but I guess you need at least one party member for the sake of disbanding and making new ones) at Bay12 capital, or other when we have expanded. What I’ve understood, might be wrong, and is that units in town garrisons gain XP, but do they cost anything and what is the limit?
If they do get XP by just sitting around, we could set up a system of passive training of units, by donating gold in case they cost upkeep.
Girlinahat sets up arrows or something that is usually in abundance, the cost would be the initial hiring fee for her + x amount of days for the upkeep of these – the end selling price/cost they will have in the recruitment office for the original player, then get in contact with the player which is having these sitting around for training so that when they are done the end up once again in the recruitment office and the other player can snatch these before anyone else.
Also just having an alternate account just for the sake of making units so that others Bay12 players can get hold of the units they need for their own garrisons + party, so they don’t have to run around looking in several town for a specific class + race. Similar by using ones eight unit other players can train units meant for being mayors (set parameters, min/maxing, to get the most out of them).
The worst thing is, I believe, is when you set up a new party they pop up in a town by random selection. So if you’re really unlucky you could spawn in the other end of the map. Might then just be better to disband and re-generate a new party in hope of spawning closer it the kingdom/town.
Feudal system: Is there a King/vassal system in place for a multiplayer kingdom? What I mean can other Bay12 players be in charge of towns but swear fealty to a kingdom and somehow be of benefit for the kingdom? Or is it better for the King/Queen to be the owner (or the player that owns the mayor in charge of the towns) for tax collection? Or do vassals pay X % of gold to the kingdom? Or is other player better to be sort of “knights” and keep garrisons in the field rather than have mayors?
I can’t be of much help at the moment, since I’ve got myself lost in a LVL1 dungeon somehow.
Thoughts/opinions would be appriciated.