u/Designer_Leave_2963

Image 1 — Portfolio Bewertung
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Portfolio Bewertung

Ich bin 19 und habe vor 7 Monaten begonnen mein Geld zu investieren. Kurz vor weg ich bin Azubi und habe ein Netto Einkommen von 1k wovon 400€ gespart werden. 200€ monatlich in ETFs und weitere 200€ auf ein Giro Konto. Die 5,9k bei „Konten“ in der Finazfluss Copilot App ist ein LBS Bausparvertrag von der Sparkasse den ich gerade auflöse wobei ich vorhabe das Geld in ETFs zu stecken. Mein Sparplan habe ich kompakt mit 60% world, 30% EM und 10% Europa gehalten die Einzel Aktien sowie die 327€ in BTC waren unnötig da ich hierbei keine klaren Plan verfolgt habe.

u/Designer_Leave_2963 — 4 days ago
▲ 0 r/MB2Bannerlord+1 crossposts

Thoughts on a Third Game

I discovered M&B in 2017 through the German YouTube channel "Lord Peter," and it has since become one of my favorite games. However, since I own a console and therefore cannot use mods the game has eventually become rather boring. Consequently, I would like to know if I am the only one wishing for such features, and whether it would even be technically possible.

  1. Better Graphics. I think modern graphics with fewer bugs would be an important change although I don't expect AAA quality like that of Unreal Engine 5, since that slightly "shabbier" look is also part of what defines the game.

  2. Expanded Political Options. The War Sails DLC took a step in the right direction with the introduction of trade agreements, but I would love to see a more complex system one in which alliances between states, as well as trade agreements, have a much greater impact on gameplay. Furthermore, vassals should be able to betray you if you treat them poorly. The AI ​​should be capable of founding its own kingdoms and seceding from existing ones (much like the player can, including the option to take all their fiefs with them). There should also be a system for the rise and fall of clans; currently, powerful clans tend to remain powerful and weak ones weak unless the player personally grants them fiefs. They should be able to rise in status or fall from grace, with the AI ​​ruler having the ability to strip them of their titles. Vassals should be able to undermine their ruler through covert intrigue for instance, if a ruler neglects a specific clan, that clan might refuse to defend the realm during a war, instead allowing the enemy free rein or even secretly coordinating with hostile forces against their own ruler. Mercenary clans should be able to weigh their options: if they suffer excessive casualties while in service losses that are not justified by their pay they should be able to destabilize the kingdom from within by seizing individual territories for themselves. To this end, they should be able to establish their own small strongholds by, for example, taking over individual villages. For the late game, I would suggest introducing three distinct factions of vassals: the Loyalists, the Opportunists, and the Royal Rivals. Loyalists: These vassals stand loyally behind their liege lord, though they still expect to be rewarded for their service; without such rewards, they may switch factions. Opportunists: These vassals remain neutral, constantly weighing which of the other two factions offers the most advantageous position for them in any given situation. Royal Rivals: These represent the most powerful vassals in the realm clans whose sheer power and influence make them kings in all but name. They seek to manipulate the ruler to serve their own interests, or else undermine him politically, making his life a living hell.

  3. Elective Monarchy. Since factions such as the Vlandians and Swadians are heavily modeled on medieval Western Europe (Germany, England, and France), I believe it would be fitting to introduce such a system. Two of the largest European states Germany (the Holy Roman Empire) and Poland (the Polish–Lithuanian Commonwealth) actually featured this form of monarchy. Admittedly, Bannerlord has already taken steps in this direction; if you choose to join the Vlandians at the start of the game, this mechanic often comes into play quite early on. However, the current implementation is completely unrealistic: the princes simply elect a new king, and that’s the end of it. In real-world systems, the struggle for the title of Emperor or King often involved years of conflict. I would like to see various factions emerge within the game as well, forcing the legitimately elected king to actively win over the supporters of these rival factions either by offering them substantial sums of Denars or by granting them fiefs or else face the prospect of civil war.

  4. Smarter AI and a larger map with more factions. I am a fan of the Nemesis System that Monolith used in their LOTR games. Unfortunately, Warner Bros. has patented this system for the period from 2021 to 2037. However, TaleWorlds should draw inspiration from it and optimize it to fit a medieval feudal system. Since the original system in the LOTR series tends to become repetitive after more than 100 hours of gameplay, it needs to be modified so that even after 500+ hours the AI ​​still makes decisions that the player would never have anticipated. To achieve this, Calradia must be expanded to include more factions (at least four), and the map should be designed in such a way that naval travel makes sense. I would also like to see a higher density of castles and cities. Furthermore, I wish for the return of the feudal land-grant system from Warband. I do not want to simply hand over an entire city along with its four associated villages to a single clan; instead, I want the ability to distribute those villages among smaller vassals

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u/Designer_Leave_2963 — 5 days ago