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Darrow

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Jun 12, 2011
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One of my longest standing suggestions has to been to re-work the wildings. They hold great great potential to be a fun and interesting mechanic but they are seriously wasted.

In the mod they do not have the numbers that properly reflect them and likewise the nights watch has too many troops. The problem is really the ck2 engine unable to properly simulate the walls defensiveness.

However a work around needs to come into effect. Anytime you attack the wall as the wildings the entire kingdom comes in and helps the nights watch. The wildings BARELY have enough troops to take the wall.. fighting just even the North's army is impossible.

The biggest problem is that even if you take the Wall... you're stuck there. You can muster up a large enough force to even fight the North or anyone else.

The wildings have for a long time needed to be re-worked. After the last episode of GOT it really got me thinking about the wildings needing a re-work again.

Thoughts and Ideas guys?
 
My ideas -
1. A King-Beyond the Wall gets to call a prepared invasion of the Night's Watch; after one year, he gets a doomstack directly proportional to how much land he controls + the opinions of his nobles (but make calling the invasion give them all relations boosts) + size of Night's Watch levies; all giants come to their aid. The Watch gets the time to prepare, either by doing a massive recruitment OR by doing a Great Ranging.

2. Night's Watch levy change - they get only archers and Rangers (a special unit type); one archer per crow, one Ranger per crow with the Ranger trait (if its not a thing, it should be)

3. In correspondence with the levy change, make a special title - Recruiter - which causes the black brother to travel around the courts of Westeros, giving a percentage chance of a courtier joining, modified by the brother's skills, the recruiter's traits, and other things.

4. Events dealing with the giants, direwolves, wargs, and particularly the Others. Even without an Other invasion and keeping descriptions minimalist so as to maintain canon, use events about the Others that give wildling characters a reason to conquer southwards.

5. A diplomatic option where wildling raiders can literally conquer a territory of the North that borders the sea without intervention from the King/Lord of the North - it forces them to be de facto independent during the fight and able to call only neighboring relatives to help. If they win, they get a truce with the King/Lord of the North and nearby lords, and can call any wildlings for help in teh fight....drawing the Watch into it.

Just a few ideas, I'll post more as I get them. But I agree - I feel the Wall and Beyond have so much potential