The only counter to archers are mass shielded high tier troops.
Indeed, and even that doesn't really counter them properly. Why? Because they can shred shield infantry too when their shields are down in combat. Why? Because arrows do too much damage to armour.
Since the AI rarely masses those troops in significant numbers they have a difficult time with mass archers. Adding a little bit more armor to all troops isn't the way forward.
Currently an archer can kill a same tier melee troop in 4-5 chest shots on average. This means they can kill any shieldless troop before they can even reach them.
Increasing armour resistance to arrows and bolts by 1.7X means that it would then take 7-8 chest shots to kill. So all sorts of troops, even without shields, would now be able to reach ranged troops and fight them in melee with at least half health left. This would make all sorts of troops capable of putting up a fight against archers in open field.
And if you do add more armor won't that make late game more grindy? See you constantly contradict yourself all the time.
In the lategame your army will be majority high tier troops. AI scraped together armies after a defeat will be majority low tier troops. Therefore giving recruits shields benefits those AI armies' survivability without increasing the survivability of the high tier troops in the player's army.
Meanwhile, buffing the armour values against pierce damage of ALL troops benefits the survivability of both enemy armies AND the player. It is an increase across the board.
It will also mean that it is actually worth doing different tactics and army compositions in battles rather than just spamming ranged troops with distraction infantry. So it will make the game more fun and battles more interesting, and if the player uses their troops well they will take less casualties from stray arrows.
Giving recruits shields won't end in more casualties for the player in late game. They're not stronger they just get some arrow protection.
Nonsense. More recruits not dying equals more recruits able to gang up on your t5 which means more casualties.
Yes, they're are a lot of fiefs to capture. The "grind" isn't really about capturing fiefs the "grind" is that the player reaches a certain point early in the game and he has zero chance of losing. That is when the "grind" starts. Capturing fiefs then becomes a chore and loses all it's fun. The player has every advantage over the AI except he can't be in multiple places at once that's his only weakness.
We both agree that grind consists of unchallenging activities you have to do in order to progress. Many battles the player engages in come under this description. Usually small parties who are no threat to you, but have to be beaten in order to increase your clan renown, or stop them from raiding or sieging your fiefs.
do you realize that is a small change?
Hence why it will not actually solve the problem.
But you are the most morbus of enforcers on that side
Morbius?
Let me tell you this magical terms knows as "militia" or "resistance groups". They fight with basically nothing but the minimal of equipment and are often made up by a bulk of simple civilians.
Recruits are not militia. Militia are militia.
Then even when good arguments are made
Where were those presented?
A PDF Manuscript with this said:
THE MILITIAS
Enea Silvio Piccolomini, the humanist and future Pope Pius II, commenting on the state of military preparedness in Germany in 1444, wrote that “not only every noble, but even every burgher (citizen) in the guilds has an armoury in his house so as to appear equipped at every alarm."
Recruits are not guildsmen. They are unaffiliated young men who are willing to leave their village or town and risk death in a travelling warband because they lack prospects at home.
Thing is, if a fight were about to happen near a village civilians would be called up (likely paid well too if they survived), then left there or dead after the fight is done. and communal milita forces had armories with extra equipment
That's what the actual militia in the game is. Recruits are not those militia.
Pretty sure extra shields were the norm in military logistics, as were extra weapons and armors. But let's forget about logistics right? not that it was important.
There is no logistics or organisation other than what the player introduces. You're a travelling warband, they're a random peasant who decided to join you to get away from farm life. It makes no sense that every single person who made that decision would just happen to have a shield lying around.
there are also other documents that prove that civilians could have the right to posses weaponry in their homes
The Fyrd
spartacus-educational.com
"The leaders of the fyrd, the thegns, had
sword and
spears but the rest of the men were inexperienced fighters and carried weapons such as iron clubs, slings,
axes,
scythes, sickles and haymaking forks."
"The villains were also called together from the villages, bearing such arms as they found;
clubs and great picks, iron forks and stakes."
A resource for historic arms and armor collectors with photo galleries, reviews, reference materials, discussion forums, a bookstore and a comparison tool.
myarmoury.com
"Behind them stood the lesser thegns and peasant levies, armed with whatever weapons they had been able to find."
The mention of these odd weapons but not shields indicates that perhaps many people did not simply have shields lying around in their houses to bring with them to battle.
The 1242 Statute of Arms in England required that:
"Free men between the age of 15 and 60 should arm themselves as follows:
Those with a knight’s fee (xv. libratas terre) must have hauberk (loricam), iron hat (capellum ferreum), sword (gladium), knife (cultellum), and horse (equum).
Those with half a knight’s fee (x. libratas terre) must have haubergeon (haubergellum), iron hat (capellum ferreum), sword and knife (gladium et cultellum).
Those with 100 shillings worth of land must have pourpoint (purpointum), iron hat (capellum ferreum), sword (gladium), spear (lanceam), and knife (cultellum).
Those with land worth between 40 and 100 shillings must have sword (gladium), bow (arcum), arrows (sagittas), and knife (cultellum).
Those with land worth less than 40 shillings must have scythes (falces), guisarmes (gysarmas), knives (cultellos), and other small arms (et alia arma minuta).
Those with goods valued at 60 marks must have hauberk (loricam), hat (capellum), sword (gladium), knife (cultellum), and horse (equum).
Those with goods valued at 40 marks must have haubergeon (haubergellum), hat (capellum), sword (gladium), and knife (cultellum).
Those with goods valued at 20 marks must have pourpoint (purpointum), hat (capellum), sword (gladium), and knife (cultellum).
Those with goods valued at 10 marks must have sword, knife, bow, and arrows (gladium, cultellum, arcum et sagittas).
Those with goods valued between 40 shillings and 10 marks must have scythes (falces), knives (cultellos), guisarmes (gysarmas), and other small arms (et alia arma minuta)."
Note the lack of requirement for shields.