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  1. Devs please stop being stubborn for no good reason and just buff passive training already

    Actually I did exactly that.

    In my 1.2 game I filled my first town with like 300 T3-5 troops. By the time I also got a castle I already have like 500 in the first town so I just split it. Among those are like 60+ Legionair, 60+ paletine. In fact I made a point of not garrisoning recruit in my towns.

    It's extremely fast. If you have 50 recruit with you, fighting ~50 looter will see at least 1/2 of them upgrade to tier 2 with a few to tier 3.
    Extra fast if you're training archer since they would just snipe all the one running away.

    And no I didn't get bored. Had quite a bit of fun in fact, and still remember my name.


    How long till you lost half of them to starvation?
  2. Devs please stop being stubborn for no good reason and just buff passive training already

    Come on, there is literally no good reason why the best you can do is to train 1 unit at a time in an army of hundreds.

    A real army would do drills at the company levelthat would increase the skill level of whole companies at a time. the Romans certainly did this.

    When medieval lords trained their fyrds and levies they certainly didn't do it 1 soldier at a time.

    There is no reason training should be limited to 1 soldier at a time and plenty of reason to eliminate that limit.

    The two biggest issues with balance in the game are recruit spam and snowballing. Proper large scale passive training would solve one and mitigate the other. If lords could throw together a mid tier force in the courts of 2-3 weeks that was undertrained against a truly elite force but could hold its own, trained units would keep their significance without costing a disadvantaged side the ability to defend itself. And it would certainly help a disadvantaged side pick itself up and dust itself off if it wasn't running armoes of 80% recruits.

    It's to the point where you're trying to force lords to just... HAVE trained units. And yet you stubbornly refuse to even look at the idea of allowing them to train them themselves. WHY? There is literally no good reason not to incorporate passive training regimens into this game. There is no reason not to incorporate a version of the "training" skill from Warband into the Leadership skill tree. There is no reason you can't arbitrarily assign "levels" to each tier of unit in order to limit the ability of underdeveloped players to train units up to tier 4.

    This CAN be done. It can be done EASILY. There is no reason other than pure bullheaded masochism not to add it into the game.

    Allot of perks haven't been implemented yet. This massively takes away from the will to progress your character.
    Devs seem to be focusing mostly on cosmetic and balancing patches witch is good and all but and the same time counter productive.
    If you consider everything that is missing from the game, any balancing will most likely become useless with the introduction of new content and perks.
    Speaking of perks most of them need a single line of code to implement, witch has me scratching my head on why they haven't done it yet.
  3. not getting bonus to party size from perks

    my steward skill is over 225, i get the bonus to party size from the skill. however, i am not getting a bonus to my party size from any skill perk. i have both the bonus to party size for number of fiefs as well as the bonus for number of vassals. i am not getting that bonus. i then noticed i am not getting the bonus from horsemanship neither. is there a bug in the game preventing perks form increasing the party size? because non of the perks are doing what they claim in regards to increasing the party size.

    Allot of perks haven't been implemented yet. This massively takes away from the will to progress your character.
    Devs seem to be focusing mostly on cosmetic and balancing patches witch is good and all but and the same time counter productive.
    If you consider everything that is missing from the game, any balancing will most likely become useless with the introduction of new content and perks.
    Speaking of perks most of them need a single line of code to implement, witch has me scratching my head on why they haven't done it yet.
  4. The AI has more fun than the player.

    Just a silly thought i had while playing. I realized the game is mostly built around the AI lords rather than the player. They have much more implemented things like diplomacy (declaring war and peace), access to better armor, access to elite troops, no negative consequences when acting...
  5. Which of your Playthroughs Has Been the Most Enjoyable So Far?

    I've done multiple playthroughs, all of which started really promising and enjoyable, but ended with me rage quitting due to some unimplemented or bugged aspect of the game, and regretting the time i invested taking that path.
  6. Patch Notes e1.1.2 & Beta Hotfix

    i see movement
  7. Patch Notes e1.1.2 & Beta Hotfix

    Me too.
    I want to start a new playtrough, but i'm hesitant so see if there will be any major changes with the new patch before i start.
  8. Speaking to a lord for the first time

    Do any of these choices actually make a difference. Is there some kind of strategy behind what choice you should make, or is the game giving you a false sense of character development.
  9. What skills to invest in?

    The most useful skill - Stewart, it increases party size.
    Second - Leadership, increases party morale.
    And Charm, opens some dialogue options.

    Yest but steward can be done by a companion as quartermaster
  10. What skills to invest in?

    After multiple playthroughs i find some skills not worth investing in. Scouting, Medicine, Engineering, Smithing can all be done by companions with the same end results. Steward on the other hand has many clan leader perks but can be assigned to a companion as quartermaster. In an attempt to...
  11. Heavy Cav Has No Impact

    Sending my 50 imperial elite cataphracts over a group of infantry doesn't seem to do anything at any angle i send them in (usually from behind). So now i just let them charge on their own, which results in them just scattering around the battlefield and fighting solo at which point they just...
  12. "Mount and Blade" more like "Pitchfork and Sickle"

    +1 for training camps and trainer skills. It's completely unrealistic to have to genocide legions of bandits in order to grind up soldiers for a garrison. IRL virtually all combat experience would come through training.

    Not to mention that with the food problems in towns putting your troops in garrisons is as good as throwing them away in this state of the game.
  13. Issue with cities' food supply/consumption

    Am i missing something?

    I see people over-analyzing this issue.
    This is a game breaking problem but at the same time I feel like this is the simplest problem to solve.
    Just increase the food capacity or remove it completely.

    Why has this gone unaddressed for so long is beyond me. Its as simple as changing a single number in the game code. And if you thing about it is completely illogical for a town to have the same food capacity throughout is life, without putting its growth and prosperity into consideration.

    Currently the food cap is 160, which is completely ridiculous if you consider that towns with a prosperity of 8000+ need 160+ a day. Why would a prosperous town throw away its extra food when its barely enough to feed them for a day.
    As a result all you need is one bad day or one caravan to buy the food for your town to get into a downward spiral.
  14. "Mount and Blade" more like "Pitchfork and Sickle"

    I'm still able to train troops really quickly just by auto-resolving against bandits. It's pretty tough when you first start on a new save but it's not that difficult especially once you get rolling. And as you build up in the game you'll get access to recruit higher level troops right from the settlements.
    That wasn't really my point.
    My problem is why should you loose troops when auto-resolving against a group of looters that would result in no losses 100% of the time if done manually. It adds an extra drawback to an already sluggish way of training troops.
  15. "Mount and Blade" more like "Pitchfork and Sickle"

    Army building should be a priority in an army building game. The devs seem to have put that aspect of the game at the bottom of the list. We already had a problem with safely storing troop in garrisons to train new troop due to the food problem in towns, now we have no way of efficiently...
  16. Beta Branch Patch Notes e1.2.0

    Army building should be a priority in an army building game.

    The devs seem to have put that aspect of the game at the bottom of the list.
    We already had a problem with safely storing troop in garrisons to train new troop due to the food problem in towns, now we have no way of efficiently training troops with the auto-resolve nerf. Which by the way was the only real way to lvl the Tactics skill.

    This has dumbed down the core army building aspect to simply going around and gathering recruits and peasants rather than putting the time to build an efficient and tactical army.
  17. What Content Do You Want First?

    For me right now its food in towns.
    I lost my will to play the game when i realized i am not able to safely store my max lvl troops in garrisons while i lvl up new troops.
  18. Food shortage in Cities downward spiral

    The system in its self isn't flawed. What is flawed is the food cap.
    A prosperous city of 8000+ prosperity needs 160+ per day. With a food cap of 160 any bump or misstep to the economy causes a downward spiral from one day to another. This gives no time for auto correction and forces a city to live on the brink of destruction. So you get to a situation where you have reached the food cap 160 and any excess food is thrown away but the very next day your city could be starving and you loose your garrison. A maxed out food supply shouldn't be able to empty in a single day.
  19. Suggestion to improve the food and prosperity growth of a town

    The system in its self isn't flawed. What is flawed is the food cap.
    A prosperous city of 8000+ prosperity needs 160+ per day. With a food cap of 160 any bump or misstep to the economy causes a downward spiral from one day to another. This gives no time for auto correction and forces a city to live on the brink of destruction. So you get to a situation where you have reached the food cap 160 and any excess food is thrown away but the very next day your city could be starving and you loose your garrison. A maxed out food supply shouldn't be able to empty in a single day.
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