Yeah, agree. Tbh I find it weird that every farmer from Vlandia to the Khanate knows I was a nice guy back in my town because of character creation and has an opinion on me even though I'm an unknown commoner who the lords won't even let hang out in their halls. Traits and the actions which give them should help build relations with similar minded lords and notables better than a measly +2.
Because the firefighter would be the equivalent of clan 0, clan 1 at most. Heads of state though? Famous commanders in historical battles? Different story. They can be immortalised for particular deeds, which can even mask their other traits by its overpowering and lasting nature (e.g. Winston Churchill and the weird, racist stuff he said is remembered a lot less than his leadership of wartime Britain).
Disagree. Don't take the words to literally, it's clearly quite a traditional divide between melee combat skills and ranged combat skills.
Battle tree? I'm not sure whether you mean tactics or the combat skills but either way I disagree. It's nice having small bonuses in other trees so you're not completely forced to spec into a Steward and Athletics. They also normally make reasonable sense relative to Steward granting party size and Athletics HP. Medicine means you can keep healthier and therefore less likely to die on the battlefield, sure makes sense. Athletics gives you better cardio and conditioning so you don't collapse from exhaustion in a battle? Sure. A warrior using two-handed weapons with no shield has probably gotten conditioned to taking a few blows so reasonably might be more resistant to getting hit (assuming armour holds up) than their counterpart archer who doesn't often get into the melee but does a lot of running.
More often than not there's a corresponding 'Captain' perk if you just want them to lead a formation. There's plenty of 'governor' perks that are useless to the player as well, but that's why most perks have two effects. The perks could be cleaned up a little and improved but I don't get your point here as most of the perks only give party leader/clan leader/ army commander benefits are in the leadership tree, which makes complete and utter sense.
I actually agree with this that tactics could help more than just auto-resolve and some captain benefits. For example there's a perk in there that is Engineer/governor, who are the last roles I would focus on a high tactics skill for. Ammo sounds more in steward's domain, unless we're talking about simulating using different arrowheads, poisoning or barbing arrows etc. Could be represented by small damage increases against particular targets etc. Would be nice if tactics perks could make you specialise against specific enemies, like the first perk that forces you to prioritise dealing with enemy cav or enemy archers, and then next desert or forest terrain. Would really lend to master tactician roleplay, helping you exploit the terrain better if you can pick the battle location (e.g. a damage reduction for elevated infantry troops or a damage increase for elevated ranged troops).
Eh? Smithing is in Endurance, not Control? But also why is that so uncomfortable? If you want to have the best archery skill in the game, it'd make sense that you'd have to be the best in the governing attribute as well. If you wanted to have the highest trade skill but don't want leadership or charm then you'd still need the high social stat as trade still involves communicating well with other human beings. Same with intelligence: if you wanted to be the best engineer then you'd need to have a very good ability to study and learn information, which is the same attribute you'd need to become the best surgeon.
It already gives movement speed and knockback resistance, which is fine and doesn't need the extra HP to make the skill OP. The perks are there to boost HP but they're very clearly an alternate to further increasing movement speed (take the first perk choice in Ath for example). You can choose to be tough or to be fast, which is honestly a nice touch.
Good suggestion. Demanding tribute more than they could afford would be more likely to just continue the war. Although at the same time, peace is annoying between large and small factions where the larger faction should just destroy the smaller faction. I would actually like to see vassalisation in these cases, granted affinity between the two rulers is sufficient and destruction when it is not. Otherwise, I feel like this could use an initial lump sum payment paid to the winner to really feel that immediate impact without crippling the kingdom long-term. Either way, lets get rid of homeless kingdoms with chihuahua syndrome.
Agree, although I'd like some RNG based on ruler's traits. Would be cool if lords who suffered the most and had appropriate traits (-honour, -valor?) to sue for peace were more likely to rebel/defect when their more hard-headed leader wants to continue.
Strong agree. It's frustrating to watch the AI just besiege each other's castles, both besiegers win, then both armies immediately turn around to retake their own settlements.
Sure but again I would like some RNG and consideration of the ruler's traits, as it'd be annoying to have wars always stop very shortly after starting. Also the peace shouldn't always be accepted, especially if the opposing faction hates them and has much to gain by continuing (e.g. like retaking fiefs of their culture). On that note, it irritates me that the Imperial factions are meant to be in a civil war but don't stay at war with each other... they just act like de facto states.
You kinda lost me a bit here... seems a little too rigid and complicated imo. Defensive pacts would be nice but feel like they could be simpler than this. i.e. Kingdom A declares war on Kingdom B, who is in a defensive pact with Kingdom C. A is attacking while B is defending, but now C declares war on A and so C becomes an attacker and A a defender, reducing the manpower they can send to attack kingdom B. Perhaps Kingdom A might decide whether to focus on offensive or defensive strategy based on which Kingdom has the higher strength between B and C. The version you suggested sounds overly restrictive for the attackers and also would sometimes not make sense with the faction's borders (e.g. say Vlandia is in a defensive pact with the western empire and either one gets attacked by Battania - why would they go through or under Battania to get to each other's territory when they could just attack from the other side).
Tbf this seems a fair bit better in the latest game versions. In my playthroughs, settlements on the border are constantly being besieged or changing hands (Epicrotea in particular), which is particularly chaotic when combined with the seperatism mod
Agree, but again RNG, traits and culture should also be considered to make it less robotic and more human/chaotic. Vlandians and Sturgians should be fairly rebellious, Imperial clans should be able to more freely switch between the Imperial factions, as should any clan with the same culture as the faction they're defecting to (e.g. a player kingdom trying to absorb the former kingdom of that culture).
+1
True, Battania doesn't even sound like they have cities by the description of them lol.
Agree but with the caveat of the sandbox family being an option, as I imagine that could be annoying to some players.
I don't care too much about being able to precisely select your equipment but the screen where you choose your military background needs changing for quite a few cultures (e.g. the garrison option gives crossbow focus but equips the player with a bow).
Yeah, but doubt the Battanians would use them all up and down the country just because Caladog likes them, given the anarchic nature of Battanian society. Could just as easily justify a semi-feudal Yeoman type unit to mimic English/Welsh longbowmen by the same logic.
I never said it was, but it was housecarls and their dane axes that were repeatedly mentioned as being especially effective at beating off the charge, I think there's even axes killing horses in the Bayeux Tapestry. They also notably served in the Varangian Guard at the Battle of Dyrrachium, under Alexios Komnenos, and were specifically positioned to the front to absorb the Norman cavalry charge, which they did splendidly apparently. Interestingly, they made the exact same mistake they made at Hastings, getting carried away and pursuing the fleeing Normans who then flanked and routed them.
Yeah, a lot of people just roam around with armies of fians, cataphracts and khan's guard, then they're just untouchable. Seems boring.
I think you're misunderstanding me. I'm not saying they should complement each other in raw power, but rather the role they're focused on fits with the use of the other units. So Sturgian archers can still be paltry compared to other faction's archers, but keep their ammunition and enough skill to do their job which is defend the shield wall. They don't need to outduel other archers because they have a shield wall infantry for protection, and Sturgians seem to have an in-game reputation for endurance in battle (mainly Sturgian lords describing Pendraic shield wall fighting) and having an archer which can't last in its role for long seems ill-fitting for how the other troops are designed.
I see the logic but I find the game never really plays to shielded archers well, even with AI mods. They'll take some arrows yeah but then when they switch to their bows they just get outshot anyway, unless the player is doing some fancy stuff but even then you're just effectively reducing the amount of bowmen who can fire if half have their shields up. Also siege defenders will never run out of ammo so can't kite them that way. The shields are nice for conserving ammo and closing the distance safely, but archer fights are so one-dimensional that their true usefulness would be in melee.
I get what you mean, but that's the idea behind bolstering their infantry to compensate for this. If Sturgia is the best at pushing the shield wall then their troops should revolve around supporting that shield wall. Battania is meant to be an ambush/guerilla warfare specialist so they should be great at launching sudden and deadly charges, and the troop tree should reflect this. An opponent keeping good distance between them, skirmishing and not giving battle should be the best way to defeat them (as you said, all factions need a weakness) it's just that it's way too easy to do this in the game atm due to high ranged damage, AI's ability to shoot through trees and fog accurately with no problem, enemy formations always being aware of nearby formations without any LOS, how easily ranged troops can kite with F1-F4. It's difficulty to play an ambush specialist faction when the enemy always knows exactly where you are lol.
It's just a small concession to bolster them in melee combat, but not to the extant of becoming lightly-armoured shock troops. If they're fast and have powerful 2H weapons, then they'll do better in melee than they really should just because the AI uses the 2H weapons better in melee combat than the 1H and the extra oomph can really make up for the armour difference. I'm actually opting for 1H over 2H because it's worse in the melee, and gives them a bit more difference from fians so they're not just budget fians.
I've actually been trying it this way around but have replaced the Fian Champions with the New Improved Gallowglass line.
haha fair, but I'd still be against it because it just doesn't suit their flavour, and also the Battanians are meant to be proud and stubborn highlanders who won't deviate from the old ways... would be strange to me to then see them using the Vlandian/Imperial invention rather than the battanian longbow.
Yeah, mounted spearmen are pretty inaccurate sometimes and just don't have that punch. Although the English housecarls were famed for their ability to fend off the Norman cavalry at Hastings and Dyrrachium, although it seems they used their kite shields like pavises.
I mean the later version have had a few villages which churn out nothing but fians while others have zero. Some of the lords go to those villages and have loads of fians (normally the player aha) and then the other lords have none. It's easy enough as the player to manage, it's just the AI that manages it poorly due to not distinguishing between shock troops and shield troops - they're all just infantry to the AI.
Ahh I get what you mean but on the other hand it's not like the Khuzait have more than one melee infantry line, the Sturgians have more than one bowman, Vlandia has melee infantry and then basically hybrid melee infantry with the crossbowmen, then two types of melee cav. I find the fians being the only archer annoying because you can't base tactics around archers unless you have quite a few, and once you have that critical mass of fians, there's absolutely no point in bothering with tactics because the fians will just kill anything in the general vicinity. If ranged damage was nerfed slightly, so the fians' ability to charge into the melee was utilised more, then maybe it'd feel fun; as of now, it's just a game of collecting fians when playing Battania. Honestly it'd be good to be able to recruit militia units too, because then fians would have the rank-padding they need without overdoing it.
It's a difficult balancing act of translating the concept into gameplay. For example, you have the same concept for the Aserai that Taleworlds had for the Fian and Battania - really good but not many. There's also the fact that they need to complement other troops in the tree well, for example, your proposed Sturgian archers make sense for Sturgia thematically but I'd much rather have a bow-line with more ammo as Sturgia's already got plenty of good shielded troops but needs the ranged support. I suggested a targe and sidearm for a Battanian common archer as I only wanted to give them a small stack of arrows (to fit the ambush theme and not amplify the already great Fians), and it made sense to balance their low ammunition and relatively light armour by giving them a little more melee survivability (so they function like a skirmisher), like the Wolfskins (honestly if Battanians could just recruit Wolfskins, I guess maybe some lords would and some wouldn't, it'd be a moot point). Sturgian archers would just become second-rate melee troops at the cost of sacrificing their ranged potential, which is something you were worried about with Battania, and honestly it'd be worse with Sturgia because they have less javelineers.
Tbf from my testing, I noticed that the AI simply just doesn't utilise the strengths of the new Battanian tree well, especially skirmisher and unshielded units. It'd be nice to see some culture specific tactics from the AI once the troop trees are all settled in. Would really give flavour of fighting a particular faction besides the troop types (not that any late-game army is anywhere near homogenous).
It is good fun, I'm going to run a campaign using them and see how Battania fares in the auto-resolve and in-person battles. Interested to see how the AI will handle it. If that doesn't work then I might try repurposing them as a noble units and make the fians into the commoner archers I suggested early. Definitely gonna keep them around though, even if it's just as an extra mercenary unit (which would be fitting).
Crossbows would be weirder than the falx, even I think that and I find the falx jarring on Gaels. The falx at least fits thematically, given Battania's relationship to the pseudo-roman empire, and makes sense with what we know about Battania's style of warfare (I'm also guessing it's the lower class choice for a two-handed sword, due to its complete absence amongst lords or fians). A crossbow would be at odds with their barbarian style and cultural malus to construction,
A lot of horse upgrade investment for a relatively weaker cavalry unit... although those Battanian ponies gotta be used somehow I suppose haha
Yeah I'd only be fine with a shock troop countering archers if it was a noble troop. Although the Galloglaigh I made, with equal numbers and spread out, will reach a line of Palatine guards over open terrain to get a few kills in before their morale finally breaks and they get shot in the back while running away.
Battania's got way too many throwing weapons to get bullied by javelins. The problem is the AI doesn't do well at dealing with archers due to not recognising the difference between infantry types (look above for an example of some lazy commanding against a 45% horse archer army using Battania's two shock units). Wildlings could be good counters to archers if you could goddamn seperate them from the Oathsworn in the new Order of Battle UI haha (I also boost their athletics and throwing, debuff 1H and give them medium armour to give them more identity), plus also Fians outshoot every other archer so you'd need to bring slightly more archers to deal with them.
The AI doesn't use them well, but they're actually a great multi-purpose unit when used right. Sure, they're not going to be perfect in either role but that wouldn't be balanced if they were and Battania has plenty of good options for countering cavalry in their infantry lines. I never really bothered upgrading to the Scout line in any of my Battanian playthrough because they were just a lackluster version of what other cultures have so the attrition rate was awful. Mounted skirmishers are needed mainly to harass enemy archers (foot and horse) which their shields, good longswords (no spears to compete with against most archers), moderate armour, and javelins (I give them two stacks coz c'mon that's just a Sturgian raider who left his spear at home otherwise) allow them to do. The potential's there, it just needs refining rather than bulking out with an inferior version of what everyone else has, and plus the two basic cav combo was messing with the Auto-resolve too.
Yeah, they do, which made them play like inferior wildlings as the AI doesn't know to put the shield away for melee. Honestly, a 2H and a shield and a throwing weapon is a bit of an OP combo that I'd only want to see on noble units or lords. My last Battanian playthrough used a bastard sword, shield and two stacks of javelins... was ready for anything on foot or horseback.
I think I'm of a similar mind to you here; however, there is only so much you can do to differentiate them so having a logical gap or two is good thing. It'd be nice to see auxilliary units such as mercenaries filling the niche roles in their culture, as was common historically. I think this would honestly be great for gameplay and immersion because your culture will have a weak spot that will either require you to go to distant lands for recruitment or hire more expensive mercenaries.
You raise a good point. I tested the Galloglaigh against the Palace Guard and the Palace guard lost as their armour isn't actually that great. The Sturgian heroic linebreaker has better armour than the palace guard and also has throwing axes, so I would say the sturgian and aserai units actually are more similar to each other than the Galloglaigh I made. The Galloglaigh is much slower and better armoured, sort of like a juggernaut unit, and has zero ranged ability.
TBF this is more of a nitpick...I meant Celt wasn't an ethnicity but rather a collection of ethnicities which were linked through related-languages and shared elements of culture/religion. Ancient Britons apparently didn't much see themselves as belonging to the greater Celtic-sphere, neither did invaders such as the Romans (although I believe they remarked on similarities with the Gallia Belgae, which makes sense). Of course it changed over time, especially after the Romans, Saxons, Danes and then Normans, but it shows that well before contact with the Romans that they were a separate people who then went on eventually to split again into Scottish, Welsh, English, etc.
Yeah, true. Recently I charged into at least 100 strugian cavalry alone on horseback, with a dane axe, and clever turning and timed swings meant I killed dozens of them before they finally killed me... an axe on horseback is way more useful than a spear sometimes because the damage is so god damn low and the thrust so slow (tbf I rarely put points into that skill lol). Much easier to just clothesline the AI haha
Custom battles definitely use realistic. Are you on the latest versions? Because I seem to remember it being like that but I feel like the last few times of been playing it's actually been reasonable and I'm rarely getting hit unless I get within 100m and run in a straight line.