Conservatron said:I'm no dev but I think I can comment on a few of your complaints from playing.
Athletics - lots of low level troops have high athletics to better simulate how well they preform without armor, adding a bigger difference between late game heavy armored troops and early light or unarmored ones. Farmers, without training, obviously move slower than levies.
Ironflesh - I haven't looked at the stats you're talking about, but perhaps the ironflesh is balanced to keep health equal or close to equal, while other stats are increased, strength does give 1 hp per level if I remember correctly
tournies - Yes, they're substantially harder than vanilla, but I wouldn't say they're totally random like you suggest. The only time I felt screwed was when I was stuck with a bow and a dagger while the other guy had a two handed sword. Also, to better use the spear drop your shield onto your back, it'll allow you to do overhead strikes with it, very effective if you manage to catch someone with the blade. This requires getting some distance, so a well timed kick with a quick attack afterwords does the trick.
training villagers - IDK how tough you are, quarterstaves are hard and they hurt, you don't block that thing you are going to get knocked out when it hits you in the head. Are they a little too strong? maybe, but they also fall in one hit each. Well timed blocking makes short work of them, though there's no real reason to do quests for villages with how many ways there are to improve opinion.
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Comments I will make for mod improvement:
I wish there was more to do for village and town enhancement. I understand that these are primarily money sinks and this mod is more historical than most, but I find the opportunities to improve holdings severely lacking
ai patrols are also grossly underpowered compared to bandit groups. I've hired the biggest one I could, to have it chased down and killed by the first frankish raider group it came across.
lastly, and this is probably engine limitation, its difficult to tell who is what religion on the fly. I didn't see anything like this, but maybe an entry in the notes about what factions follow what religion. Related to this, its often difficult to determine the culture of your companions. This doesn't matter TOO much, but can be beneficial for roleplay purposes
Your comments are spot on, and some of the troop disparities you explain are well within the frame of the Original Mod´s creator visions. Which from a blank slate look might look out of proportion if you just see them "in paper", though some troops can indeed still use some love though.
Regarding the companion culture, it can be easily seen (for most of them) in the added goodies folder, that has a rough table of likes/dislikes and demeanor of them. You checked that folder? it comes within the game already with a map and companion matrices