I'm right there with you on defensive walls not doing much because
the AI doesn't understand how to use them.
Very good points. In that thread, someone else mentioned height advantages. That's a +1 from me too.
And it was the Aserai/Khuzaits; back then there was a separate bug that made them more likely to be at peace, so everyone else would lose a bunch of troops fighting battles and sieging things, while Aserai/Khuzaits declared peace early then just grew and grew in strength until nothing could stop their armies with hundreds of tier 5/6 troops when they finally did declare war.
It's always the Khuzaits. TW has a crush on mongols lol
The current campaign AI doesn't understand how to manage a consumable resource that can only be replenished long-term. And even if it did, the result probably wouldn't be fun because turtling becomes a very strong strategy, which deprives players of game content for long periods.
Turtling is a strong strategy. That's why castles were built? To hold strategic locations with a minimal amount of men until such time that it can be relieved by a field army. I don't think it deprives players of game content. There's still raiding plus search and destroy missions to do. On that note, I don't think raiding ought to have all the negative implications that the game currently confers. I mean, no one wants to have a red trait right? But why should we get a red trait from raiding enemy villages? That's how wars were conducted during that period - chevauchee. But let's face it, who actually raids in bannerlords? The rewards suck and the punishment harsh.
In Warband, I would raid at least once in the beginning just to get some decent gear but raiding in bannerlords is totally pointless.
Well, they got snowballing under control out to ten in-game years way back in August 2020ish. People just wanted to push it out even further, to twenty years, which took another five or six months of testing and changes.
Yea it was pushed out through "artificial" means. It's just another example of TW's conflicted vision. They want generations but also fast paced gameplay. Why bother having children when the world gets conquered before your child even turns into an adult?
Almost near identical to mine with about that same span of years. I don't mind the other two empires wiping out as that adds a bit of a 'narrative' to the playthrough but the rest is always consistently the same as previous patches to some degree.
And the terrain map is a significant factor for this that has not been addressed or ignored to 'balance' it better'; clean up some pathing, add roads in forests, remove dead end blockers, make towns accessible from more than one 'gate', river/lake crossings, etc...
A lot of kingdoms instantly sue for peace (multiple wars factor) I think in part because of the rebellion clans that have war dec'd and after a good couple years in certain playthroughs, a kingdom can be at war with 7 clans or so. Maybe they added those as part of the calculations for war/peace decisions whereas it should really only factor the major kingdoms.
Well, sturgia suffers from poor geography, worst strategic start and lousiest troops. So it's a given that it'll be destroyed. Tyal is way too isolated from the rest of Sturgia and at the speed sieges are currently conducted, it often falls before the reinforcements from Varcheg gets there.
Vlandia, Aserai and Khuzaits are blessed with better troops and better geography.
Having said that, in my current playthrough of 1.8 unmodded, the Khuzait homeland is nearly swallowed up by SE while Sturgia has fallen to Khuzaits. I wonder if it's because I've been harassing WE and Aserai?
I've also noticed that my faction has more restraint now and we automatically sue for peace to avoid multiple wars. That's quite an improvement.
Rebellions are occurring more often which, while fun, opens up a rather cheesy way of uniting Calradia, i.e. capture them without forming a Kingdom. If I recall correctly, as long as I don't form a Kingdom, the other Kingdoms can't declare war on me. That needs to be fixed.