skigglez good idea, we could make GT increase the castle garrison!
We'll need to run some numbers that levels out the power of all these things. I was thinking we could set the castle garrison troops to have a real basic stat structure that's the same for all races, like 0 melee, 1 short, 2 long, 2 defense. Those wouldn't be affected by standard techs, just basic roughed in stats - make it simpler/reliable to code it in. I'm roughly thinking we shouldn't let this idea exceed a defensive power of more than like, 10% of a normal armies defensive powers, so it doesn't get the defenses too OP. If we assume ppl would be running 1:10 castles to get the lowest crime, 10 castles at 100 land would be a good basis for figuring out power levels - if we put the castles at 50 capacity and each GT at +5, someone running 1:1 GT would have strong long range attack absorbtion and 1k castle garrisoned troops giving +2000 LR attack, +1000 short, +2000 defense. Pretty formidable force, but not too OP - for comparison I'm at about that size and just in mounted archers I have 1500 of em at 4500 LR, 9000 melee, 15k defense (they're buffed with SB3 and LA3 and Bow). With this idea in place the defender wouldn't put a dent in my mounted archers, but they'd at least absorb half my LR attack to their castle garrison, saving some of their other troops to fight on.
Maybe loading the garrison should be easier, since a lot of ppl having difficulties with defense have problems just rebuilding their regular garrison - much less side loading trained troops to this new one... Maybe we should just load peasants into the castle garrison with some gp, and then they train themselves based on how many GT you have (castle trains 1 castle garrison per castle per tick, GT trains 10, etc). That further enhances GT value.
These are more toilet math numbers, so maybe need adjusting.