Once you reach a certain year or your faction grows to a certain point, the map every few years gets invaded from factions outside Calradia in the form of giant groups of migrating armies. In the first wave they are too big for most factions to deal with, but after each successful siege or when cohesion falls apart, the army splits up into two, halving each time until they reach 400-500ish size.
The first invasion of each one triggers a quest which let's you travel to the land they came from, where your mission is to find out why the migrations are happening and how to gain the ability to predict them, stop them before they reach Calradia or maybe even end them completely.
Migrating armies have no special penalties except the normal culture debuff, but *you* have penalties in their region. Increased food consumption, morale cap, no one trusts you and to trade with settlements, your faction either have to own them or you have to do quests etc to increase relations with them first. You have no idea what things are worth until you become more familiar with the region and you and your army is prone to foreign diseases, not to mention passing warparties and bandits. Basically it becomes a survival gauntlet until you have gained a proper foothold, but there are several ways of achieving it; slowly and diplomatically with a small party to avoid large penalties, risk everything on an all-out invasion with a large army (has to be at least a certain size) or bring your full party and try doing it both ways, doing stuff like secretly helping local lords and notables sabotage and ambush others, adding some internal conflict that you can take advantage of. "A cruel lordling is squeezing [village] for illegal taxes, ambush him on his way to [village] to secretly gain their full support", "[Lord] wants revenge on [Lord], go to [fief] and [sabotage act, set fire to their food stores, steal their horses etc.]" and stuff like that.
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