iRkshz
Regular
Hi guys.
First of all, I am a big fan of this game and am not a beginner. 1300+ hours only in sigle player.
I am a hardcore player, I only play the hardest level of the game and always without save-scumming.
One life and one mistake it makes me play maximally seriously and attentively.
I believe that "wives" should be of two types - "simple" and "combat". "Simple" wives should not have any weapons and armor and the price for them should be 5-20k. But "combat" wives should have the good (not best) weapons and armor, but at the same time they should cost "combat" wives of accordingly, that is, 1kk+ gold. It will be fair.
Just add an option to the loot menu - donate to other nobles!
Also my allied clans, they systematically add troops to my garrisons. But I don't need that. Why?
Firstly: 40 t5 troops for castles and 140 t5 troops for towns make your security and loyalty 100%
Secondly: the troops cost a lot of gold, while consuming food, which leads to the fall of the prosperity. But you can take a few correct policies and get 100% security and 100% loyalty. And the correct policies will make more militia and it will become stronger.
Why is it impossible to add an option that prohibits donating troops and picking up troops?
You just can't imagine how much effort and nerves it costs me to create a convenient weapon for me every time!!!
What is the problem with adding information about the length of the weapon in the forge, so that by changing the fragments you can adjust the length of the weapon?
Secondly, the blacksmith skill is deceiving. When your blacksmithing level is 330, you should have a 35% chance of getting a "legendary" weapon. "Legendary" is +6 points to the parameter of the weapon. I have forged THOUSANDS of weapons, and I have never been able to get weapons with all parameters +6. Usually only one parameter is +6, and if you're lucky, the rest of the parameters are up to +1 or +2, sometimes +3 or +4, and that is very rare!
As you can see in the video, everything is simple, the main thing is to command correctly.
P.S. And please don't tell me that I use cheating battanians archers - you can do the same with any archer and crossbowmen (with the support of cavalry), and your losses will be a little more troops.
You can tell me that this enemy had weak troops (and I agree with you), but even if the enemy has t5 troops, then you will have a little more losses, but not critical.
Because the AI is dumb. AI will send melee infantry to the walls, even if you are not storming the wall (AI infantry either just climbs the wall or reacts to the set ladders).
AI archers are dumb too - they just stand still, although they should do this: move, shot, walked away to the barricade (repeat in a circle).
This tactic works ON ALL siege maps. In this case, I chose a place where catapults and ballistae are missing from my soldiers.
I really love to play with mount archers and harpoons, especially with the Khuzaite and Aserai. But range cavalry need space. So I believe that the Village and Canyon maps should be removed from the game. Why? Because, firstly, they are small and narrow, and secondly, there are many obstacles on these maps, in which the cavalry gets stuck, after which it easily dies.
Secondly:
All maps in map pool must be large (so that the initial distance between troops is 500 meters). Why? Because you need time to determine the situation and choose a position, place your troops correctly, have time to respond to enemy horse archers or to massive push of the enemy.
UPD: another reason why you need to remove the Canyon map from the map pool
as you can see in the video, the cavalry appears on the rocks, very often the cavalry suicides when it jumps off the rocks, at this moment the FPS dies (I have a good PC), the AI of the mounted archery on this map is very bad, does not want to shoot (probably because the landscape is very crooked)
developers won't be able to fix it because the map is very narrow and crooked
It's simple!
You approach a town or castle, declare war, capture a town or castle, and declare peace. Repeat in a circle as many times as necessary.
But you will tell me that by capturing new towns and castles and making peace, you will pay more tribute - and you will be right, only the level of your economy will exceed the size of the tribute. And the reserve of money will allow you to invite clans, with the help of which you will then defeat those to whom you pay tribute.
Another situation:
Enemy kingdom declared war on me, but my clans decided to immediately make peace. As a result, the adversary's kingdom lost influence over the declaration of war and to build armies. And also lost time, and as a result, loses opportunities.
I believe that after the declaration of war, a mandatory time must pass (for example 10 days) before it will be possible to make peace with the enemy.
10 days is enough to capture a city or castle - thus, the one who declares war knows that he will gain the advantage (and the player will not have a backdoor to capture towns with impunity).
If this is not done, there will always be a backdoor for imbalance.
When you get the 3rd level of the clan, you can join the kingdom - you will survive.
When you get the 4th level of the clan, you can found your kingdom - you will survive.
But... when you invited 20+ good clans to your kingdom - you don't need to do anything. I usually have 22 clans, and I don't need to fight, I don't need to trade, my clans are conquering the whole map by themselves. I feel bored, I feel irritated. Why?
Because the whole game I had to survive, I had to try, and now I don't have to do anything. But the map has not yet been conquered, all the nations have not yet been conquered - but this does not require my participation. And so every time, every game, every attempt, for every nation. Every time I feel tired and empty, annoyed, because the game deceived me. Because you don't have to survive anymore!
So, I was thinking how to solve this problem, there is only one solution, to limit the number of clans that a player and other kingdoms can invite.
Base 10 clans and add to charisma (+3 clans) and leadership (+3 clans) skills bonus to invite additionally +6 clans. Then it will be important to choose the right clans, and there will be a need to kick the weak clans.
Also make a limitation on the invitation of mercenary clans - base 1 and +1 from the skills of charisma +1 from the skills of leadership.
And about endgame content problems.
Each kingdom has a supply of strong troops, this is usually 2-3 calls. If you were able to defeat the enemy 2-3 in a row in big battles, then the enemy almost does not resist further, and you capture his kingdom very quickly (usually the global map is dominated by THREE nations: Vlandia, Khuzaits, Aserai) - when you have conquered two strong nations, the game turns into a routine, because you want to conquer everything, but your clans do not want this, they need tribute, and the influence ends quickly if you argue with your clans. And you have to be a passive observer. And the capture of weak kingdoms is no longer fun, because they can not offer much resistance.
So, the idea is as follows:
If the player dominates the map (captured 30% of the all towns and castles), then the attack should start from the other side from sea. Attack of a nation that cannot be played. Strong nation with strong army and units. A massive attack, and the player needs to survive, for example, the player should not allow the enemy to capture 30% of towns and castles (goal - the player must get a difficulty, the solution of which brings him pleasure and an absolute victory in the game).
This is not my idea, I read this idea somewhere and I think it is correct.
I don’t need to tell you that it’s difficult to realize a new nation. This is not true.
But this great game needs good endgame content. Memorable. Such an ending, which is remembered, to which you want to return and about which you want to tell others.
--------------------------------------------------------------------------------------
With love for this game and with great respect for the developers.
P.S. Sorry for my bad English, this is not my native language
First of all, I am a big fan of this game and am not a beginner. 1300+ hours only in sigle player.
I am a hardcore player, I only play the hardest level of the game and always without save-scumming.
One life and one mistake it makes me play maximally seriously and attentively.
1. Wife cost.
Item huntings is one of the very important elements of this game, but if you "buy" a wife, it costs 5-20k gold. As a result, you get better weapons and armor early in the game, with a total value of more than 1kk+ gold. It's terrible, it breaks the fun of the game.I believe that "wives" should be of two types - "simple" and "combat". "Simple" wives should not have any weapons and armor and the price for them should be 5-20k. But "combat" wives should have the good (not best) weapons and armor, but at the same time they should cost "combat" wives of accordingly, that is, 1kk+ gold. It will be fair.
2. Loot, troops, prisoners.
When yow fight alone everything is right, but when you fight an army or with other nobles, you are often faced with the fact that the received loot, troops and prisoners there is nowhere to take. Why is there no option to GIVE loot or troops or prisoners to other nobles (and receive influence or relation in gratitude)?Just add an option to the loot menu - donate to other nobles!
3. Donate (pick up) troops to towns and castles.
I stopped creating partys because they constantly break the balance of my towns and castles. They constantly take my troops and add new ones. But I don't need that.Also my allied clans, they systematically add troops to my garrisons. But I don't need that. Why?
Firstly: 40 t5 troops for castles and 140 t5 troops for towns make your security and loyalty 100%
Secondly: the troops cost a lot of gold, while consuming food, which leads to the fall of the prosperity. But you can take a few correct policies and get 100% security and 100% loyalty. And the correct policies will make more militia and it will become stronger.
Why is it impossible to add an option that prohibits donating troops and picking up troops?
4. Smithy is lying.
First, why when you want to make a weapon, the menu doesn't show you how much weapon length you will get?You just can't imagine how much effort and nerves it costs me to create a convenient weapon for me every time!!!
What is the problem with adding information about the length of the weapon in the forge, so that by changing the fragments you can adjust the length of the weapon?
Secondly, the blacksmith skill is deceiving. When your blacksmithing level is 330, you should have a 35% chance of getting a "legendary" weapon. "Legendary" is +6 points to the parameter of the weapon. I have forged THOUSANDS of weapons, and I have never been able to get weapons with all parameters +6. Usually only one parameter is +6, and if you're lucky, the rest of the parameters are up to +1 or +2, sometimes +3 or +4, and that is very rare!
5. No need melee infantry for winning hard BATTLES.
When I started playing in MB2, I, like everything else, did balanced troops, equally cavalry and infantry, melee and archers. My troops were killed, like everyone else, and tactics or terrain did not always help, because the AI always has better quality of troops and more troops. This made me experiment, first to survive, then to dominate.As you can see in the video, everything is simple, the main thing is to command correctly.
P.S. And please don't tell me that I use cheating battanians archers - you can do the same with any archer and crossbowmen (with the support of cavalry), and your losses will be a little more troops.
You can tell me that this enemy had weak troops (and I agree with you), but even if the enemy has t5 troops, then you will have a little more losses, but not critical.
6. No need melee infantry for winning hard SIEGES.
The melee infantry is not needed, not needed at all. Combat vehicles are also not needed, they are not needed at all. Why?Because the AI is dumb. AI will send melee infantry to the walls, even if you are not storming the wall (AI infantry either just climbs the wall or reacts to the set ladders).
AI archers are dumb too - they just stand still, although they should do this: move, shot, walked away to the barricade (repeat in a circle).
This tactic works ON ALL siege maps. In this case, I chose a place where catapults and ballistae are missing from my soldiers.
7. Problematic maps.
Firstly:I really love to play with mount archers and harpoons, especially with the Khuzaite and Aserai. But range cavalry need space. So I believe that the Village and Canyon maps should be removed from the game. Why? Because, firstly, they are small and narrow, and secondly, there are many obstacles on these maps, in which the cavalry gets stuck, after which it easily dies.
Secondly:
All maps in map pool must be large (so that the initial distance between troops is 500 meters). Why? Because you need time to determine the situation and choose a position, place your troops correctly, have time to respond to enemy horse archers or to massive push of the enemy.
UPD: another reason why you need to remove the Canyon map from the map pool
as you can see in the video, the cavalry appears on the rocks, very often the cavalry suicides when it jumps off the rocks, at this moment the FPS dies (I have a good PC), the AI of the mounted archery on this map is very bad, does not want to shoot (probably because the landscape is very crooked)
developers won't be able to fix it because the map is very narrow and crooked
8. Imbalance between declarations of war and peace.
In order for you to have a strong kingdom, you need strong troops and a lot of money. In order for you to have troops and money, you need towns and castles of your nation, then you can make a good economy and get troops of the fourth level at once. So how do you get this when creating your kingdom?It's simple!
You approach a town or castle, declare war, capture a town or castle, and declare peace. Repeat in a circle as many times as necessary.
But you will tell me that by capturing new towns and castles and making peace, you will pay more tribute - and you will be right, only the level of your economy will exceed the size of the tribute. And the reserve of money will allow you to invite clans, with the help of which you will then defeat those to whom you pay tribute.
Another situation:
Enemy kingdom declared war on me, but my clans decided to immediately make peace. As a result, the adversary's kingdom lost influence over the declaration of war and to build armies. And also lost time, and as a result, loses opportunities.
I believe that after the declaration of war, a mandatory time must pass (for example 10 days) before it will be possible to make peace with the enemy.
10 days is enough to capture a city or castle - thus, the one who declares war knows that he will gain the advantage (and the player will not have a backdoor to capture towns with impunity).
If this is not done, there will always be a backdoor for imbalance.
9. Invited clans disbalance and endgame content problems.
When you beginning of the game - you will survive.When you get the 3rd level of the clan, you can join the kingdom - you will survive.
When you get the 4th level of the clan, you can found your kingdom - you will survive.
But... when you invited 20+ good clans to your kingdom - you don't need to do anything. I usually have 22 clans, and I don't need to fight, I don't need to trade, my clans are conquering the whole map by themselves. I feel bored, I feel irritated. Why?
Because the whole game I had to survive, I had to try, and now I don't have to do anything. But the map has not yet been conquered, all the nations have not yet been conquered - but this does not require my participation. And so every time, every game, every attempt, for every nation. Every time I feel tired and empty, annoyed, because the game deceived me. Because you don't have to survive anymore!
So, I was thinking how to solve this problem, there is only one solution, to limit the number of clans that a player and other kingdoms can invite.
Base 10 clans and add to charisma (+3 clans) and leadership (+3 clans) skills bonus to invite additionally +6 clans. Then it will be important to choose the right clans, and there will be a need to kick the weak clans.
Also make a limitation on the invitation of mercenary clans - base 1 and +1 from the skills of charisma +1 from the skills of leadership.
And about endgame content problems.
Each kingdom has a supply of strong troops, this is usually 2-3 calls. If you were able to defeat the enemy 2-3 in a row in big battles, then the enemy almost does not resist further, and you capture his kingdom very quickly (usually the global map is dominated by THREE nations: Vlandia, Khuzaits, Aserai) - when you have conquered two strong nations, the game turns into a routine, because you want to conquer everything, but your clans do not want this, they need tribute, and the influence ends quickly if you argue with your clans. And you have to be a passive observer. And the capture of weak kingdoms is no longer fun, because they can not offer much resistance.
So, the idea is as follows:
If the player dominates the map (captured 30% of the all towns and castles), then the attack should start from the other side from sea. Attack of a nation that cannot be played. Strong nation with strong army and units. A massive attack, and the player needs to survive, for example, the player should not allow the enemy to capture 30% of towns and castles (goal - the player must get a difficulty, the solution of which brings him pleasure and an absolute victory in the game).
This is not my idea, I read this idea somewhere and I think it is correct.
I don’t need to tell you that it’s difficult to realize a new nation. This is not true.
But this great game needs good endgame content. Memorable. Such an ending, which is remembered, to which you want to return and about which you want to tell others.
--------------------------------------------------------------------------------------
With love for this game and with great respect for the developers.
P.S. Sorry for my bad English, this is not my native language
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