Shadows of Forbidden Gods

Shadows of Forbidden Gods

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The Robber Baron
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10.183 MB
17 Mar @ 12:28pm
23 Mar @ 9:57am
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The Robber Baron

Description
"Smuggling, extortion, mercenary work... no business is deemed beneath consideration in his world."


Overview
The Robber Baron is a new agent which is heavily reliant on the Banditry modifier.

You can play The Robber Baron as an Intrigue-focused character who farms gold and spreads shadow, or, my preferred way, which is maxing out on Command, spamming Establish Banditry in a remote area, then use Assemble Mercenary Company 1-2 times to get a big ball of destruction rolling.

Three agent-specific starter traits:
- Underworld Ties
- Racketeer
- Ex-Mercenary

Four agent-specific challenges ("rituals", "actions")
- Smuggle
- Corrupt Ruler
- Establish Banditry
- Assemble Mercenary Company


Mercenary Companies
A big part of what makes this agent so fun is his ability to convert banditry into autonomous mercenary companies. These will:
- Seek out non-enshadowed locations to raze
- Consume local banditry to grow in size
- Split into two smaller companies when the size exceeds 120 men
- Return home and recruit when low on men

They build up a lot of menace, and also do not coordinate with one another (meaning, they won't fight alongside each other during battles, which leaves them exposed to larger armies/kingdoms). Mercenary companies use a simple name generator and pick a random picture out of 20, giving each company its own unique flavour.


Addictional Credits
- ilikegoodfood, Doopliss, and the modding community for coding aid
- Katrina's Courtesan mod, which I used as a template for learning
- Artwork was generated by me using Midjourney (v6.1)
5 Comments
Vice  [author] 26 Mar @ 3:51pm 
Thanks for the idea, Myrdred (is that name from Myth 2?). I've also been told about the idea of having the Mercenary Companies set up a base somewhere, maybe as a modifier or actual location, perhaps limited to castles. But I'm still not 100% sure on how to flesh out Banditry/Mercenary Companies without also making the agent too complicated.

I think you are right that castles are a bit uninteresting atm!
Myrdred 26 Mar @ 2:33pm 
This is a great idea to flesh out Banditry.

One thing I always thought about is how interesting minor settlements are: Farms leverage famine, and holy sites leverage shadow and power. But castles... do nothing. I think if you want to work this idea in, you could allow the robber to maybe do something interesting with castles. Sort of like the Countess but for castles? Turning an infiltrated castle into a real headquarters, maybe that's where you can buff the mercenaries, or get a boost to laying low. Just some ideas :)
Vice  [author] 23 Mar @ 9:59am 
Mod updated to v1.1, should now work without DLC. Also made a few minor adjustments, visit Change Notes to read up on this.
Vice  [author] 22 Mar @ 3:44pm 
Caution: The mod appears to be bugged in 1.1 (not 2.0) due to a function which relies on DLC content. Please await a fix if you do not play on 2.0.
SnickeringSnaussages 21 Mar @ 9:31am 
Finally, something like this has been lacking for a while. There was a good attempt made with the Bandits and Crime mod, but it was a bit jank. Can't wait to get back to SoFG to try this out in the future.