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  1. J Awesome

    Question about "skirmish" formation - does it affect melee too?

    Hanakoganei 说:
    If I'm not mistaken, units that have no tf_guarantee_ranged flag can't take the skirmish command. Those cavalry units likely have ranged weapons (javelins and other thrown weapons count). That said they will refuse to use their melee weapons if you give them that command, until they run out of ammo at least, during which time the game reassigns them into normal cavalry.

    Don't quote me, but I think the cavalry retreats after they've expended their ammo.  I have a few heroes as horse archers, and after long battles, it shows their status as Retreated after the battle.
  2. J Awesome

    How to Rhodoks?

    Anjin Miura 说:
    @J Awesome

    I tried Rhodoks two days ago and went offensive on Expanded trooptree, aiming for I6 Guardia Ducale. Maybe I should've played with weapon orders more, I was getting average results while using offensive guys. But now that defensive can cleave with style, do I really need offensive? :wink:
    Personally, I stay away from the Rhodok two-hander units because they sometimes spawn with only a one-handed weapon, which essentially makes them an I1 with heavier armor!! They're a huge liability unless you go into TweakMB and fix it yourself.
    If you're going to use weapon orders, the I6-7 pikemen are tough as nails with sword/board and you could even use the high tier crossbowmen if you really had to (that striped armor ain't no joke!).

    If anything, I love the Rhodok units with exception of the Two-handers (because of their items), and their crappy cavalry (because, well, Rhodoks)
  3. J Awesome

    How to Rhodoks?

    Regular sword-and-board Rhodok infantry is actually pretty tough, and I like using the I4 and I5 units personally.  As stigma pointed out, the problem is that a sheer pikeman army isn't horribly effective, and you really need to mix some sword-and-board units in there with them to absorb hits.  I also highly recommend using rank formations and commanding them with F1 to attack enemy companies, so they stick together.
  4. J Awesome

    Best C7?

    Not a fan of the Barons or Hashams, because they sometimes hang onto their lances for too long when they engage in melee (but wow, can they take a beating), but I usually end up with a bunch of Barons, so I use them anyways!!
  5. J Awesome

    Siege towers

    The thing I hate about sieges is the time it takes to set a tower up!!!  It gives the AI more than enough time to travel halfway across the world with a 1000+ man ass whuppin squad!
  6. J Awesome

    Strongest faction.

    Everyone's got their opinions, but here's my take on them:

    Swadia:  Theoretically has one of the most powerful troop trees (with exception of the lackluster horse archer, and the bow nerf hits a lot of the archers hard) with heavy cavalry, skilled archers, and surprisingly decent infantry; but they start in position to be potentially attacked by EVERYONE.  More often than not, the AI is off campaigning to get back some castle out in the Kherjit boondocks while Praven and Suno burn.  It also doesn't help that Uxhal is one of the worst cities to defend.
    Of all the games I've played, I've rarely ever seen Swadia rise to prominence without player intervention.

    Nords:  They usually spread across the map somehow, despite having one of the most lackluster trees out there (not even light cavalry to take out stragglers, and those high level throwers are a joke).  I dread sieging their cities, let alone get in throwing range of a Nord army, but I agree with a lot of people here that their tree is the most gimpy.

    Rhodoks:  Rhodoks are in the ultimate turtling position:  Next door to the beleaguered Swadians, and defending against a northern Sarranid attack (who are often tangled with the Kherjits themselves).  Their troops are probably the best and most heaviest ground troops out there (though their cavalry is nothing more than the I3-4 pikemen on a horse, and the high-tier twohanders often spawn with one handed weapons and no shield.  What?  :neutral:) that can defend any city with extreme tenacity.
    I've almost always seen the Rhodoks creep out from the mountains and slowly start to paint the map green.  IMO, this is the strongest faction that often needs to be curbed with player intervention.

    Sarranids: Swadia of the desert, but with incredible horse archers, crappy infantry and archers that are built like skirmishers (good or bad, depending on your playstyle).  It's hard taking them on their own turf, because the Memluks, Hashams, and Iq'Atars will eat you alive.  Sarranids are great for outdoors battles, but sometimes leave a little more to be desired in sieges.  I notice that they usually hold their own, but sometimes lose Shariz to the Rhodoks.

    Kherjits:  One of the factions I usually vote to exterminate in the beginning.  Not because of perceived power, but because 90% of the fights involve chasing horse archers for 15 minutes.  As mentioned, their cavalry and horse archers are their specialty (though the horse archers are a few pegs down from the Sarranids, because the Kherjit bows and arrows frankly suck) and open field battles are their strength.  Their high tier archers are surprisingly good, but the infantry are nothing more than speedbumps that eventually become cavalry.
    From my observations, Kherjit map painting is wildly variable:  Sometimes they get wiped out fast, sometimes they grow to prominence.  Though, in any siege that doesn't favor attacking archers, expect them to get mowed down by the dozen.

    Vaegirs:  The Vaegirs have some interesting points (blunt infantry, particularly nasty high tier archers), but overall their troop trees comes off as "Captain Generic".  Not bad, but nothing particularly exciting.  Maybe the lower tiers could get blunt weapons to make their troops more feared/give them a edge?
    Usually they end up duking it out with the Nords, Kherjits, or both; then either expand or get swallowed up by their neighbors.  Plain Jane.
  7. J Awesome

    Ok, I think I did the biggest doubletake possible game wise...

    Slaver Chiefs are super duper powerful, but they have some drawbacks.  They absolutely suck in sieges (because they act like archers) or the rare occasion that the elephant gets killed.  Also, since they have bows, they have the horse archer AI.  So, unsupervised, they aren't as effective as opposed to a Slave Crusher.
    And when they run in front of you in a heavy melee, all you can see is elephant butt.

    Super fun protip:  Have them follow you in wedge formation and charge through the enemy.  Collect the bodies afterwards  :grin:
  8. J Awesome

    The Economy Army

    Definitely the Nord I2 Huskarl/Berserkr, one of the more underrated troops out there.  Sure, they're I2 troops, but they pack nasty throwing weapons, and are dirt cheap, so you can pad an arsenal with them.

    Also will have to agree on the merc lines as well, especially the halberdier line.  Nice shields, armor, and a set of 1H/polearm to adjust with what you are currently fighting.  Yes, they are more expensive, but their toughness and versatility make up for it.
  9. J Awesome

    Quick Questions/Quick Answers (Unofficial 'Ask Questions Here' Q&A Thread)

    Is there a way to disable the progressive levelling of lords, or at least cap off their army limits (especially those god awful 500+ man king armies)?  I'm getting tired of seeing/fending off overkill armies of 1000+ guys sieging a castle with 15 poor souls defending it.
  10. J Awesome

    Improve Your towns economy tips?!

    I'm pretty sure your vassal's troop limit is more tied to renown and property held, instead of money.  Villages give them troops to hire, Castles increase their force limit, and...  I'm not sure what towns do.
  11. J Awesome

    Improve Your towns economy tips?!

    Slav101 说:
    Quick question though, how do I sign trade agreements? The option isn't available.
    You need to be recognized as a sovereign monarch before you can sign any of the fancy diplomatic agreements.  You'll need a high RtR, but the best way to do it is asking factions who share a common enemy with you.

    Can anyone actually clarify if the trade agreement actually does anything to commerce other than act as a two-part truce or a stepping stone to a defensive pact?
  12. J Awesome

    Improve Your towns economy tips?!

    What's your economic domestic policies (Mercantilism/Laissez Faire), and how many cities do you own?  If Uxhal is your only town, go LF all the way, and slowly go back to Mercantilism once you own a respectable portion of the map.  Else, you're doing everything right; it just takes patience to bring a ravaged city back to it's former glory.

    If I were in that situation, I would just ditch Uxhal, and come back for it when the area surrounding it is secure.  It's a hard city to defend, and it's by a hive of economy-disrupting Forest Bandits.
  13. J Awesome

    3 best ways to make money to sustain a large army?

    [quote author=DefenderoftheCrown]
    Are there any consequences to doing that?  Like relationship issues with other factions?  I always steered away from being a mercenary, because I thought it would piss them off.
    [/quote]

    Like Leifdin said, faction relationships reset after peace, but you don't really even need to participate in it.  Just check in with the marshall just to be safe, and then go about killing bandits or whatever it is your heart desires.  Even if you do want to fight, it'd give you a good opportunity to fight some lords, gain renown, and honor/relation points by setting them free if they get caught.  Totally a win/win!
  14. J Awesome

    I hate losing tier 6/7 troops...

    [quote author=Bremmelgod]
    There are some castles in which you MUSTN'T bring high tier units.
    There's one north of Kelredan castle, Knudarr, I think, that makes you enter in the castle and literally be surrounded by enemies. At close range. And it's mostly owned by nords. That means you become axehogs or something like that.
    [/quote]

    Add Jamayyed Castle to that list too, which is the one I was talking about earlier.  It's the one where the castle is a mile away, and the siege engine takes like 10 minutes to get there.  Yes, there is one solitary ladder, but you have to lead the guys up it and the pathing is wonky.
  15. J Awesome

    3 best ways to make money to sustain a large army?

    Other than the obvious enterprises/slowly squirreling away enough for land ownership:  I would suggest selling off your services as a mercenary (not vassal) to one of the factions.

    The Kingdom will cover all the upkeep cost of your army (or so what I've seen so far.  Never had an army big enough to see they cover all the cost), which leaves you plenty of money for upgrade costs and food.
    Sick of working for the man?  Just wait until your contract expires, or ask the King himself to end the contract.
  16. J Awesome

    I hate losing tier 6/7 troops...

    I know that feel.  This morning, I sieged one of those castles with the bad pathing (I think one of the Sarranid ones) and lost about 5 of my Condotierri.  Meanwhile, the other I5 Nords I had with me went almost unscathed.

    Damn near wanted to cry.  :sad:
  17. J Awesome

    How to be a successful King

    Kinsume 说:
    As for leaving an open village, frankly the only Lords willing to defect another king are ones that have terrible relations with him. Those are typically the ill mannered ones.

    Still, I like having that village open, just in case that Good-Natured lord I was waiting for had a change of heart  :smile:
  18. J Awesome

    How to be a successful King

    This is an awesome and well-detailed guide!  I'd like to add an addendum about some things, if it helps:

    Village Management:
    After becoming King to a city, one of your priorities is to build even better relations with your connected villages.  Hire a treasurer, and lower all the village taxes down to Very Low.  Don't bother lowering the taxes on the city, unless the economy is suffering.
    This will do two things:  First, Very Low taxes will increase relations every week.  Second:  It will help improve the prosperity, especially if said village has been sacked many times.
    Very high village relations and prosperity will yield massive amounts of recruits.  I've recorded getting about 170 T1 and T2 troops on a single recruit, and about 50 T5 on another, on a 99 relation village.

    Also remember that you can now swap fiefs with another lord, so when one village hits 50+ relations, swap with a lord who has a low relations village, lower taxes, and profit!

    --------------------------------

    Leaving an Open Village
    This is something you need to address when you conquer your first property outside of your capitol.  Whenever a new castle or town, always select to appoint someone in the future.

    This has several benefits:
    -You can discuss with other lords as to who gets the fief.  If you have high persuasion, you can convince them to support your choice and not suffer the relations hit you would normally get.  Plus, if you speak to your adviser about how the other lords are feeling, you can gauge which lord likes whom (which helps, because you actually get relations boosts if you grant fiefs to lords whom have friends or relatives).
    -You can choose to leave the satellite village unclaimed.  You will miss out on taxes and relations, but every lord with decent relations and a grudge against their boss will come knocking on your door.
    This leads to...

    ---------------------

    Selecting Your Lords
    During your travels, make sure you introduce yourself to every lord you come across.  This is because it adds them to the Known Lord List, which lets you see their renown, personality, holdings, and feelings towards their liege.  This is invaluable when you start to preemptively headhunt personnel for your empire.  Lords with negative relations to their liege will be able to be convinced to your cause, the lower the better chance.  However, you always need to use the SAME pitch when you persuade them, or in the future, people will call you out on your flip-flop.

    Obviously, you are going to want lords with high renown, but even a low renown lord with a village can help you out in a fight, so don't discount them either (but don't go around giving them your most important castles and towns!), but more important is their personality.  Personality can make or break your kingdom, as having very divisive lords will tear your kingdom apart with arguments.  I'll break them down as so:

    Do Not Want tier personalities:
    -Bad-Tempered/Quarrelsome:  They're basically jerks.  They do not get along with anyone other than their relatives, and will cause massive amounts of tension and arguments within the kingdom, that you will have to take the time out and solve.  These guys tend not to stay with their kingdoms for too long.
    -Debauched:  They will want to screw anything that moves, which leads to many, many fights over women.  Not as bad as Bad-Tempered, but it's very much a pain to deal with, unless the lord was too good to pass up.

    Managable personalities:
    -Martial:  This is one of the more preferred personality types to work with, as most lords in the game have this one.  Easy to manage and get along with, as long as you give them a fief to work with.

    Not Sure, but I avoid anyways:
    -Pitiless/Sadistic: (I avoid these types, but if anyone wants to fill info in, it's appreciated!)
    -Calculating/Cunning:

    Desirable personalities:
    Upstanding/Good-natured:  The best guys, hands down.  Their relations with you will go up as you get honor, AND they do not lose relations with you.  There however is a catch:  They most likely have absurd relations with their lord, and will never ever leave him.  However, there are times when the planets will align, and a U/GN lord will have bad liege relations:  GO AFTER THEM!  If you're at war, fight them as much as possible and imprison them.  If you're honorable, you probably already have good relations with them, and each time you defeat them, they lose relation with their liege.

    As for guys that show up on your doorstep:  You will not have a way to see their personality until you recruit them, so just save, check their personality via the chancellor, then reload if the guy is not to your liking.  For those who are on realistic mode:  Simply don't give them a fief, and never side with them.  They'll go away eventually.

    Granting Fiefs
    As I mentioned earlier, remember to discuss with the other lords and try to convince them to your motives.  But also remember that lords will patrol the areas around and between their fiefs.  So give important chokepoints to powerful and high-renown lords, and keep appointed fiefs close together, so they can rush to their defense when they are sacked.
  19. J Awesome

    Le Battleu Size

    Kinsume 说:
    The heavy morningstar switched to 2 handed does the same. Its quite nice.

    Agreed.  That thing is a meat grinder when you're in a sweet spot.  I never leave home without mine.
  20. J Awesome

    New Kingdom

    When you're hungry and ready to start a new kingdom, keep an eye out for who is at war with whom, and cities that have been recently conquered.  A faction that is at war with others is likely to be too busy to deal with your newly acquired property (and in a lot of cases, will eventually offer peace just to get you out of their hair), and recently conquered cities/castles will be full of raw greenhorn recruits.

    My personal advice:  Rivacheg is out of the way, and it makes bank from sea routes.  Also, avoid Dhirim unless you control most of the surrounding area; it's a diplomatic nightmare dealing with all the factions that city borders  :roll:.  He who controls Dhirim, controls the world!
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