Do watchtowers generate money? I was thinking about them collecting some tariffs from trade caravans passing by.
Yes, they actually do collect tariffs, though the income from this is low and we mostly added this for flavor back when we first started with the worldmap. Watchtowers get reinforcements and supplies from strongholds via supply trecks which can be intercepted by opponents and also escorted by the player. Supply Trecks are basically well-guarded caravans more able to defend themselves than the civilian caravans sent out by villages.
Sounds good. But how information gonna spread? If say village is overrun by undead then anybody instantly will know this or say some refuges will arrive to the nearby town or stronghold or other village and from this place information is spreading by traders, tax collectors, patrols, wandering monks or adventures who visit other places.
Well, we simulate the spreading of information throughout the world to a limited extent, mostly as it concerns the sighting of opponents. For example, if a patrol discovers a bandit hideout it has to actually return to the stronghold in order for the stronghold to gain knowledge of it and to be able to send either an assault party to take it down or offer a contract to the player.
Although the player has exact information only in a small radius around their position (the size of which depends also on whether it is night or day, terrain, and such), events with global significance have visual clues which can be seen from across the map. For example, a village being raided will burn and have smoke spiralling into the sky – so even though the player won’t know who is raiding the village and what exactly is going on, they’ll be able to see that there is conflict on the horizon.
We won’t have a general simulation of the spreading of information by individuals taking news from one place to another over a period of time, but, like I mentioned, we’ll have a rumor mechanic eventually which will also mention refugees and the like for flavor as it fits the events. Knowledge about events such as a city being razed will spread more or less instantly.
Finally, see the next point.
I was more about their presence on world map. Something like villagers send plea to their feudal lord for protection when they are threaten by bandits orcs or monsters but in case of undead or some heretical activity they first ask local bishop to send a company of Witchhunters.
Wandering monks can be used to gather resources and information and spread rumours. Pilgrims mostly bring offerings to the holy places and spread rumours.
We’ll have wandering pilgrims and similar that act as a source of information, though mainly regarding lore and background flavor. They won’t be depicted as actual units travelling the map but rather via events happening as the player travels the world. If you’re familiar with Crusader Kings 2, you’ll have a rough idea of what I mean by events that have you meet a group of pilgrims on the road.
In the world of Battle Brothers there are no official institutionalized witchhunters to be sent a company of. We may eventually have independent groups of witchhunters roam the world, and we already have a witchhunter background for hireable characters, but those aren’t necessarily professionals as part of some institution, and they aren’t necessarily all that efficient in their work. Individual witchhunters can be on a power trip, paranoid and deluded or outright mad and will leave a trail of falsely accused victims just as they may do actual good. People will call on them for help in their desperation, but they’re often despised as much as the original problem for the collateral damage they do. They’re not above the law either and may see themselves hanged, justified or not, depending also on how the local authority judges their doings.
Speaking of which how much you would charge for final version?
We don’t know yet since the final version is still a long way to go. It will be in the usual price range of a high quality indiegame with a niche audience.