KnightofPhoenix wrote...
Can someone please explain the NvM2 situation in more detail please? I want to know if this is worth me dancing in my house.
The story of NWN2 wasn't too different. You had to collect an army and ready the region to face the King of Shadows and his army.
At some part in the story you were given stewardship of Crossroad Keep.
At first this keep pretty much lies in ruins. You can spend resources to repair it. As you repair it and upgrade it, more space in the keep becomes available and you are offered choices of how to fill the space:
Which religion will you give the chapel to?
Should you let an old mage move into the tower or allow that secret order to use it as headquarters?
You also got to recruit various npcs. Thus the weaponsmith who was unhappy were he was and the armorsmith who's buisness was down, could be convinced to move to your keep and open shop there.
You could also repair the roads around the keep and send out patrols.
Of course your patrols started out as fairly clueless, raw recruits with minimal equipment.
But bringing materials to your smiths, you could get them to provide your troops with better arms and armour.
Also, for various npcs new conversations opened up, allowing you to get them to join your troops as officers.
These officers you could assign to training the men or leading the patrols.
Then the trade guilds would show interest. But which guild would you give the trading rights in your keep?
And of course a number of quests would open up.
Villagers harassed by bandits. Do you send your patrols or do you go yourself or do you ignore the villagers?
If you go yourself, do you try to prevent bloodshed and get the bandits to join your forces instead?
It was quite nice.
You pretty much had to upgrade your keep and do everything. But everything came with choices.
I guess here the equivalent would be selecting between giving the east barracks to a band of Ash Warriors and their hounds or to a Qunari mercenary troop.