If no nerfs for Fians or Khan's Guard then..

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What do you mean, those are the finances of my current playthrough - I'm getting ~$3.7k with just a single town + 4 workshops and 2 caravans (both those only netting ~$1k of that roughly).
I can just recruit from every village/town - and just upgrade them without a thought and having a party of 100 T6 units, maybe only cost me $2k? That's on a single town, considering you usually get the first couple castles that your faction takes, your income generated quickly accelerates to the point where there's no weighted consideration in trying to balance a good party composition; just upgrade all.
They should balance finances around field units; besides that, the only purpose for money in this game is just buying armor (any maybe just hoarding for those crazy $200k trade bargains).

Agree. This is why Warband economy is far supperior to Bannerlord economy. In Warband your main concern is to be able to pay wages, while in Bannerlord is to get a insane amount of money for buying an overpriced armor (and clans), while playing wages is never a problem.

On the other hand, even if it would be harder to get a high number of Khan’s Guards, we would still have the issue related to KG and Fians being far supperior than other T6 units.

the problem with a financial adjustment is that you need thousands of hours of simulation testing to get the right amount.
Or simply tweak the prices little by little each patch until you get to a point where the players consider it a real "limitation".

In a way a financial adjustment will work the same way limiting the player to a maximum number of a specific unit would.
And i think we made it clear that some didn't like the idea of limiting the player

At that point wouldn't it be better to nerf their performance?
Also all of this still doesn't help the AI in creating challenging armies so stacking high tiers of any kind will still make the player way more powerful than the AI

Well, you are right. I suppose that there is a high risk for making the AI weaker if wages are harder to pay. This is what happens when you want the player and the AI playing under the same rules, while the player is usually like 100000 times smarter than the AI. Plus, the player has access to a lot of income sources which the AI does not (which is silly, keeping in mind that "the AI and the player should play with the same rules").
 
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Or perhaps rather not join a faction.
Yes, not joining a faction and staying mercenary is where the most fun/challenge is, but I'm also now not participating in a majority of the content in a game that has relatively low content already. Instead of self-handicaps, why not make faction joining/castle earning be harder to achieve?
The basic issue is the opportunity cost of spending time on nonproductive activites, such as hiring men, is very high. So, to the extend that T6 units are needed, to keep going continously, they will be worth it at nearly any cost.
True about that time aspect but then, you get to that same issue originally with late-game staleness - as there's absolutely nothing to do besides grinding the next 1kv1k fight. They should make acquiring T6 take effort, makes their losses more meaningful, maybe makes peacetime more meaningful to actually need it to replenish again (snowball effect to balance though) both for the player and AI.
If a war drags out in game for more than a year (rarely see) - maybe they should devolve to just recruits and low-tiers after 50k casualty losses. Or maybe have those added conditions for creating armies (ie has to be X% of tier troops vs just a numbers count) so a second army takes time vs just within a week or two; makes those large battles a bit more of a rarity/impactful - and still have those minor 100v100 or 250v250 happen more frequently (with ****tier troops and more tactics play needed). Maybe have that weighted in the kingdom decisions more for peace or casus belli against a weakened faction.
 
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Yes, not joining a faction and staying mercenary is where the most fun/challenge is, but I'm also now not participating in a majority of the content in a game that has relatively low content already. Instead of self-handicaps, why not make faction joining/castle earning be harder to achieve?
Ehmm, I dont join a faction because it is not worth it. (until I want to be king)
True about that time aspect but then, you get to that same issue originally with late-game staleness - as there's absolutely nothing to do besides grinding the next 1kv1k fight. They should make acquiring T6 take effort, makes their losses more meaningful, maybe makes peacetime more meaningful to actually need it to replenish again (snowball effect to balance though) both for the player and AI.
If a war drags out in game for more than a year (rarely see) - maybe they should devolve to just recruits and low-tiers after 50k casualty losses. Maybe have that weighted in the kingdom decisions more for peace or casus belli against a weakened faction.
The armies of AI kingdoms do devolve and they do so quickly.

A kingdom weakent by war will be hit by declarations of war by basically everyone. But, unless the player is a part of it they will sign peace almost instantly; so essentially they are just negotiating tributes. This is undoubtedly an anti-snowballing mechanism designed to protect AI kingdoms from being ganged by multiple opponents.
 
Yep, I'm not against nerfing their performance or balancing them in relation to other troops; but if they aren't going to do it via their combat stats, as I'm assuming they want the Khuzait to have that 'characteristic/unique' troop without turning them into yet another bland 'Empire' faction. Why not modify their wage in reflection or across all units so that encountering or getting those T6 units feels more impactful that what it is currently.
That's part of TW idea that all normal troops must end at tier 5 and nobles must reach T6.
let's say, hypothetically, that the Khan's were a T3 unit what happens?
Their skills would be lower
Their gear the same
they wouldn't be as good in simulation fights
They would still be very good in manual battles
It would also increase the number of Khan's you might face on average.
The cost would also be lower.

Now not all of this is good but we can address some of it:
Their skill be limited at T3 i think is quite balance as long as the equipment in not changed.
The fact that you can easily stomp Khuzaits in simulation is a big issue but something that gives them more power in simulation can be implemented
But them still being good and in high quantity for manual battles would make the Khuzait even more unique as far as i can tell.
On the cost TW can simply implement an "upgrade cost" tax for them or why not, even changing the wage to an hypothetical T8 unit.
the upgrade tax would only go against the player while increasing the wage would be a bigger punishment on the AI then the player.
A balance of both methods might work.

Honestly the fix for the Khan's is simple
1x quiver
80 DMG glaive
Decrese Polearm skill
Increse bow skill
Decrese Athletics? Maybe not, if anything increase it
If not enough then we can talk about the armor.

In my mind the Khan's need to be deadly horse archers with a shock troop upside in melee. Let the Heavy Lancers be the deadly Cav option and the Horse Archers being the encirclement specialist. At that point all Khuzait troops have a role and are complementary to each other

I know it sounds boring but balancing the equipment and skills is and will always be the easiest option over creating or tweaking an entire system that has a bigger impact on all facets of the game.
Also i wouldn't nerf the Glaive itself, just create an identical weapon that only the troops can use, so players can still enjoy the 145+ DMG monster.
 
Hot damn. You people really got nasty over a vidya gems. I'd rather listen to a random youtuber performing an imperfect research than someone who only boasts about their play time or gAmE dEsIgN dEgReE without giving actual proofs to their claims. Besides, no research is perfect and this is just a video game. Don't expect some dude to do a full scientific method just to prove a point. Keep doing your stuff, @LyonExodus.

Agree. This is why Warband economy is far supperior to Bannerlord economy. In Warband your main concern is to be able to pay wages, while in Bannerlord is to get a insane amount of money for buying an overpriced armor (and clans), while playing wages is never a problem.

On the other hand, even if it would be harder to get a high number of Khan’s Guards, we would still have the issue related to KG and Fians being far supperior than other T6 units.
that's why I'm telling you ppl that they should be specialized units, and as such receive buffs accordingly to level with other specialized units - resulting in a wide variety of meaningful choices the player has to make and compromise - with proper wage adjustments and a less ludicrous economy the entire gameplay would change without actually changing much on the core design. (if both were done)
I'll keep defending my PoV for a more realistic combat (less arcadey) along with more realisitc economy, while keeping the uncanny OPness of specialized units - this means fixing armor soaking to be close to reality and making archery into a tactical harassment maneuver not a "killer"/"winner"- add actual specialization to units - make the entire battle rely on infantry more than anything else (which's how it worked in reality) - apply proper AI to cavalry so their charges are realistic (melee skirmishing) - finalizing it with the caveat of adding more actual war-weapons/battle-field weapons because swords would be mostly "ditched".

Basically, despite some other fellows denying it as a positive change, the closer to what 1257ad was in WB the better this game would be. After that just fine adjusting for a more balanced and fun experience would just do the trick. - economically we should suffer the consequences of fielding OP armies, and to counter that effect we could have better governor perks so when garrisoned the troop wages would diminish significantly, also allowing for AI to have better reserves for wars (making the game exceptionally more challenging).

Yes, not joining a faction and staying mercenary is where the most fun/challenge is, but I'm also now not participating in a majority of the content in a game that has relatively low content already. Instead of self-handicaps, why not make faction joining/castle earning be harder to achieve?
It's not because of the challenge but rather because of the reward. It's a significant reward (any contract above 150 per inf) where if we mess up we stand to loose something, and if we succeed we get something of "value". I don't mind if armor costs our kidney in-game, as long as it's as protective as it realistically should be - but I also expect to be charged just as much high for fielding troops that represent nobles - this way making it impossible to field an full army of t6 units... Calc the eco so that we can only really have a 50 nobles retinue while the rest of the troops are representative of peasant levies. That would work wonders for challenge + reward effects - as long as said noble units were really really good. Hence why I'm not in-line with nerfs, but rather gameplay improvements and bringing the game closer to reality - sounds crazy to some but the best example for a game to follow when "simulating" something, is the actual source. Will ppl TT over a realistic game? Yes, if they've experimented the delusional fantasy-esque first, but will they quit playing if that's done? I strongly believe not, they'll come to love it despite the TTing because it improves, automatically, what I've mentioned a gazillion times as being the flaw on TW's GD -> Challenge vs Reward curve. - this little detail on Game Design literature's very prominent as being the key factor to a quality, and as a result, success of any games (table top / video game / even outside games & sports - there's a reason we are made to read an effing library on the subject and we start with a really hard philosophical read such as Homo Ludens when studying it in college)

I still insist, though, that late-game should be flushed further with more customization depth dependent on financial rewards - like wider BiS variety for weapons and armor with different looks - maybe armor pieces with extra troop effects for the party (like, you are king and you wear a crown on the battllefield it improves morale - or wear some badge weapon like a legendary sword, whatever) - make it available for players to actually hire weapon and armor smiths to improve their gear quality at significant sums + materials through the now revived Modifiers - add means of training companions and PC on a background system for financial sums - some housing - some possibility of owning land for non-ruler playthroughs in villages / towns, add some court system to solve settlement issues and feel like you're actually governing your fiefs and realm, etc... - if enough layers are added with each and everyone rewarding varied specs and prosperity success (through financial pays and/or being a good ruler depending on path chosen) the game will be actually more "complete"/rounded and we'll still have stuff to do after being exceptionally powerful. - albeit if no invasions or other special events are added it'll eventually become dull after world conquest. - the interesting part is that by adding these mid-late game layers, even if conquest is pushed back to last much longer and be much more difficult, nobody's gonna feel the grind nor the game will feel like an arcade filled with virtual difficulty through sheer biased balancing. It would also open precedent for civil wars considering possible court situations of land disputes - even having vassals fighting against each-other without you being involved would be very interesting IF we could politically intervene and/or suffer consequences in the long-run. (that's A LOT OF CONTENT TO ADD, so I don't expect it to ever happen actually...)
True about that time aspect but then, you get to that same issue originally with late-game staleness - as there's absolutely nothing to do besides grinding the next 1kv1k fight. They should make acquiring T6 take effort, makes their losses more meaningful, maybe makes peacetime more meaningful to actually need it to replenish again (snowball effect to balance though) both for the player and AI.
If a war drags out in game for more than a year (rarely see) - maybe they should devolve to just recruits and low-tiers after 50k casualty losses. Or maybe have those added conditions for creating armies (ie has to be X% of tier troops vs just a numbers count) so a second army takes time vs just within a week or two; makes those large battles a bit more of a rarity/impactful - and still have those minor 100v100 or 250v250 happen more frequently (with ****tier troops and more tactics play needed). Maybe have that weighted in the kingdom decisions more for peace or casus belli against a weakened faction.
Late game's a mess - AI doesn't work well on campaign map, allied/vassal AI on campaign map will often do really stupid decisions on the fly, and constantly, while enemy AI will blatantly cheat through "all-vision" and constant omniscience. Lords will also destroy themselves and even allow to get captured by looter parties because they don't manage their food supplies not even consider it when deciding for targets or engaging in sieges...

There's just too much to be covered to actually make this game good - as is it has novelty fun stuff to do, but after we burn through the entire novelty (which's quite fast even in-game) it becomes boring and it's low quality as an battle simulator, an RTS and an RPG start to take their toll on us - unless we're intentionally going braindead playing the game as if we were playing with a zen sandbox - empty minded just doing everything on the "auto-pilot"...
 
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Ehmm, I dont join a faction because it is not worth it. (until I want to be king)
But doesn't detract from the fact joining them is extremely easy and quickly rewarding, in a very short amount of time.
The armies of AI kingdoms do devolve and they do so quickly.

A kingdom weakent by war will be hit by declarations of war by basically everyone. But, unless the player is a part of it they will sign peace almost instantly; so essentially they are just negotiating tributes. This is undoubtedly an anti-snowballing mechanism designed to protect AI kingdoms from being ganged by multiple opponents.
I'm not a particular fan of the 'balance' they have to date - yes, the snowballing at the very start of EA was bad but that was because of other factors. This tribute/peace calculation is a poor implementation to anti-snowballing as it's essentially the same as they are doing with how loyalty drift 'balance' works with towns.
On the cost TW can simply implement an "upgrade cost" tax for them or why not, even changing the wage to an hypothetical T8 unit.
the upgrade tax would only go against the player while increasing the wage would be a bigger punishment on the AI then the player.
A balance of both methods might work.
What I'm asking for - wage, upgrade, or both - accounting for the balancing after-affects with how their AI works.
Honestly the fix for the Khan's is simple
1x quiver
80 DMG glaive
Decrese Polearm skill
Increse bow skill
Decrese Athletics? Maybe not, if anything increase it
If not enough then we can talk about the armor.

In my mind the Khan's need to be deadly horse archers with a shock troop upside in melee. Let the Heavy Lancers be the deadly Cav option and the Horse Archers being the encirclement specialist. At that point all Khuzait troops have a role and are complementary to each other

I know it sounds boring but balancing the equipment and skills is and will always be the easiest option over creating or tweaking an entire system that has a bigger impact on all facets of the game.
And any combination to make them work more (be it by nerfing damage, less accuracy, more cost, etc...); tweaking the stats of all the other units in order to address the 'balance' KGs/Fians is not the route I would go as OP suggested (not to say some of those troops also need some work regardless).
Also i wouldn't nerf the Glaive itself, just create an identical weapon that only the troops can use, so players can still enjoy the 145+ DMG monster.
Just make the swing damage scaling lesser, and have smithing be the only opportunity/route for the player to create some crazy weapon.
 
But doesn't detract from the fact joining them is extremely easy and quickly rewarding, in a very short amount of time.
Again, it has been my experience that it has sofare been alot more advantageous to stay unaffiliated so you can swiftly swich from side to side or find another war as it becomes advantageous e.g. when the numbers and quality of your current opponent decrease significantly.
 
But doesn't detract from the fact joining them is extremely easy and quickly rewarding, in a very short amount of time.

I'm not a particular fan of the 'balance' they have to date - yes, the snowballing at the very start of EA was bad but that was because of other factors. This tribute/peace calculation is a poor implementation to anti-snowballing as it's essentially the same as they are doing with how loyalty drift 'balance' works with towns.

What I'm asking for - wage, upgrade, or both - accounting for the balancing after-affects with how their AI works.

And any combination to make them work more (be it by nerfing damage, less accuracy, more cost, etc...); tweaking the stats of all the other units in order to address the 'balance' KGs/Fians is not the route I would go as OP suggested (not to say some of those troops also need some work regardless).

Just make the swing damage scaling lesser, and have smithing be the only opportunity/route for the player to create some crazy weapon.
well, my take on it is that they are "nerfing" - meaning "leveling through the bottom line" and not actually making positive changes.
What would be a positive change? Through addition of layers - not through counter-acting an obvious and logical result, but rather by adding more variables into the fold.
Create conditions to actually be able to permanently flip a town to your side (despite culture differences) through active mechanics, not passive ones (recent conquests creating looters & rebels - having to curb those through mini-tasks and mini-quests even for AI) how? well, there are mods that already allow AI to fight hideouts and the likings, make it automated for the AI to deal with those once the new town owner get's voted - effectively slowing down conquest by removing a clan. If the AI's too rebel to respond positively to that, than force army cohesion to 0 after any conquests automatically, and burn everyone's influence involved in the ballot picks immediately after the vote (killing multiple army formation possibilities and forcing the AI to deal with the mini-quests involved after the conquest).
Give garrisons functions like having patrols (much similar to improved garrisons mod) so bandits do not infest the vicinity of settlements, as long as the clan has the resources for it, so on so forth...

There are ways and ways of implementing measures to properly balance AI snowballing - while also doing the same for players in a fun way instead of more boring biased bs to deal with... And even with the negative take, we as players are still able to circumvent it completely. Once you reach certain lvl of power in-game you are basically unstoppable, but the world feels dead and empty, even during major wars once we reach that point... That's because there aren't meaningful choices nor meaningful effects to anything we do, AI never reacts to any input, and when they do it's a full robotic feedback - making the game feel even worse.

I've done world conquest by around 10 times already - each and everytime once I have 3/4th to 1/3rd of the map under my control it becomes a trivial task of hunting down armies and retaking backdoor sieges - no challenge, just pure nuisance and annoyance that we have to deal with... Until they make the AI more organic, this game's gonna be crap on the "campaign" side of it - until they make battles more engaging and challenging with proper rewarding mechanics, battles will feel boring either due to being OP or by being too underpowered depending on progression stage... The same ends up happening for the RPG elements like their leveling system, where most perks are meaningless and we're constantly striving for the next decent improvement only to be met with boredom after because it was too powerful or too irrelevant. Or because to make a fully specced build we must sacrifice a lot of interesting options because the perk distribution makes absolutely zero sense.

without entering technicalities, until tactical input isn't the major element on winning both on campaign map and battles, this game ain't gonna be much - if to win it's about measuring numbers like in Top Trumps than the game will always feel boring, nerf whatever you want, buff whatever you want - it'll ultimately always have the same result.

I'm not sure what you guys are arguing about because to me all of that shenanigan's summed to gameplay choices that aren't really choices. There's no fun to be had once we reach certain pt besides world conquest, and after that the game dies. - Oh look I conquered Sanala as a Sturgian king - what effect does that have in-game? None, just that now you have to deal with another loyalty silly min-game where you can counter with passives through governor / continuous project / policies - congratulations on your conquest, you now receive + passive income and there's absolutely nothing to do there other than visiting a keep.

PS: I can think of numerous (have already thought of really) ways of using current systems to flush depth to the game - each and every single one depends on creating layers, and that means a lot of changes because each and every feature should converse to all others at all times - at this pt I don't think TW will ever bother with the changes the game needs to be good because it's lengthy and time consuming work. At bare minimum I wanted they improved the baseline, specially if it's stuff hardcoded that cannot be modded.
 
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Units like Khan's guard should be available only to...like ..khan? You know. Khan...guards?
I'm five years into my actual 1.9.0 vanilla game session and all castle villages in Battania are throwing their fians at me. Im not able to absorb them into my warband anymore. But that's probably me. Being too kind with those village elders...ehm...notables and doing too much fetch-me-this quests 🤔
 
Units like Khan's guard should be available only to...like ..khan? You know. Khan...guards?
I'm five years into my actual 1.9.0 vanilla game session and all castle villages in Battania are throwing their fians at me. Im not able to absorb them into my warband anymore. But that's probably me. Being too kind with those village elders...ehm...notables and doing too much fetch-me-this quests 🤔
Not really.
It's super easy to get more slots for villages.
1 is native + 1 leadership + 1 charm + 1 faction. In total you get 4 of them off the bat with not much investment, now you need only 10 more relationship (1 quest with high charm) and you get 2 more slots.
 
well, my take on it is that they are "nerfing" - meaning "leveling through the bottom line" and not actually making positive changes.
What would be a positive change? Through addition of layers - not through counter-acting an obvious and logical result, but rather by adding more variables into the fold.
Create conditions to actually be able to permanently flip a town to your side (despite culture differences) through active mechanics, not passive ones (recent conquests creating looters & rebels - having to curb those through mini-tasks and mini-quests even for AI) how? well, there are mods that already allow AI to fight hideouts and the likings, make it automated for the AI to deal with those once the new town owner get's voted - effectively slowing down conquest by removing a clan. If the AI's too rebel to respond positively to that, than force army cohesion to 0 after any conquests automatically, and burn everyone's influence involved in the ballot picks immediately after the vote (killing multiple army formation possibilities and forcing the AI to deal with the mini-quests involved after the conquest).
Give garrisons functions like having patrols (much similar to improved garrisons mod) so bandits do not infest the vicinity of settlements, as long as the clan has the resources for it, so on so forth...

There are ways and ways of implementing measures to properly balance AI snowballing - while also doing the same for players in a fun way instead of more boring biased bs to deal with... And even with the negative take, we as players are still able to circumvent it completely. Once you reach certain lvl of power in-game you are basically unstoppable, but the world feels dead and empty, even during major wars once we reach that point... That's because there aren't meaningful choices nor meaningful effects to anything we do, AI never reacts to any input, and when they do it's a full robotic feedback - making the game feel even worse.

I've done world conquest by around 10 times already - each and everytime once I have 3/4th to 1/3rd of the map under my control it becomes a trivial task of hunting down armies and retaking backdoor sieges - no challenge, just pure nuisance and annoyance that we have to deal with... Until they make the AI more organic, this game's gonna be crap on the "campaign" side of it - until they make battles more engaging and challenging with proper rewarding mechanics, battles will feel boring either due to being OP or by being too underpowered depending on progression stage... The same ends up happening for the RPG elements like their leveling system, where most perks are meaningless and we're constantly striving for the next decent improvement only to be met with boredom after because it was too powerful or too irrelevant. Or because to make a fully specced build we must sacrifice a lot of interesting options because the perk distribution makes absolutely zero sense.

without entering technicalities, until tactical input isn't the major element on winning both on campaign map and battles, this game ain't gonna be much - if to win it's about measuring numbers like in Top Trumps than the game will always feel boring, nerf whatever you want, buff whatever you want - it'll ultimately always have the same result.

I'm not sure what you guys are arguing about because to me all of that shenanigan's summed to gameplay choices that aren't really choices. There's no fun to be had once we reach certain pt besides world conquest, and after that the game dies. - Oh look I conquered Sanala as a Sturgian king - what effect does that have in-game? None, just that now you have to deal with another loyalty silly min-game where you can counter with passives through governor / continuous project / policies - congratulations on your conquest, you now receive + passive income and there's absolutely nothing to do there other than visiting a keep.

PS: I can think of numerous (have already thought of really) ways of using current systems to flush depth to the game - each and every single one depends on creating layers, and that means a lot of changes because each and every feature should converse to all others at all times - at this pt I don't think TW will ever bother with the changes the game needs to be good because it's lengthy and time consuming work. At bare minimum I wanted they improved the baseline, specially if it's stuff hardcoded that cannot be modded.
No argument there, a lot of these were considered and suggested since the outset - all ignored as they continued adding half-baked systems in place and not bothering to flesh out/fix pre-existing ones. Each and every system in the game, there's tens of options to improve if they did X or Y so it makes 'sense' with their other systems, yet it's the same old 'too complicated' or 'we'll discuss internally (throwable pilums are still questionable)'.

Their game will be full release within a week, they won't be adding anything of meaning like the suggested, we had to ***** and moan for 2+ years to get just the armor changes recently and those are, relatively, numbers tweaking only. The beta vs. of the EA patches would have been the best time to test things the boundaries of the balance elements - but even their beta patches were tame changes (besides the feature adds) - considering they are getting countless hours of free QA from us (apparently up to 3k for some individuals).
Even if they acknowledge that more updates will come post-release (lawyer-speak made it sound as less 'non-committed') - if this was in the time when games were hard/CDs released, the base game is too shallow/imbalanced/buggy.
 
No argument there, a lot of these were considered and suggested since the outset - all ignored as they continued adding half-baked systems in place and not bothering to flesh out/fix pre-existing ones. Each and every system in the game, there's tens of options to improve if they did X or Y so it makes 'sense' with their other systems, yet it's the same old 'too complicated' or 'we'll discuss internally (throwable pilums are still questionable)'.

Their game will be full release within a week, they won't be adding anything of meaning like the suggested, we had to ***** and moan for 2+ years to get just the armor changes recently and those are, relatively, numbers tweaking only. The beta vs. of the EA patches would have been the best time to test things the boundaries of the balance elements - but even their beta patches were tame changes (besides the feature adds) - considering they are getting countless hours of free QA from us (apparently up to 3k for some individuals).
Even if they acknowledge that more updates will come post-release (lawyer-speak made it sound as less 'non-committed') - if this was in the time when games were hard/CDs released, the base game is too shallow/imbalanced/buggy.
yup, agreed. We have only 2 paths forward: waiting for patient ppl to mod the game (which I'd be happy to help by writing a thorough GDD for, as long as nobody asked me to code stuff) - or we simply kick it into the bottomless well and forget about it's existence...
I'm honestly torn between the two options because I know for a fact that actually building a modder team capable of covering the entirety of the game's flaws' a herculean task at best... Actually pulling it off could take a year if everybody involved worked on it most of their free-time, and even than that could take much much longer - the only positive's that for the core changes no art would be needed which speeds up the process by a gazillion... (actually taking time to create assets' very taxing and lengthy - including scenes and other things) - coding's easier if there's a GDD present because the coder/programmer can actually use a reference material to plan ahead the entire structure making it exceptionally faster for both first version and bug-fixing... - TW, as announced (and only known to me recently by other forum mates), has never even had a GDD - which's among the most insane things I could ever imagine coming from a gaming company, specially now that they have so many employees... Fk, we depended upon GDDs even with 5 men projects for College Grades...... Imagine a game of this scope with such lengthy development (meaning multiple employees coming and going over the years) with so many ppl working on it having absolutely ZERO Game Design Document at all times... I think the only thing that tops it is the fact they also worked with ZERO deadlines... That's just insanity - call the mental hospital! 🚑 :lol:

At some pt I did believe they would try pull off some aholery with DLC by bringing basic depth and features through DLC - at this point I doubt even that because seeing how they handled the entire development gives zero credibility that they can actually pull off anything other than shallow sandbox arcade games. I've read some posts talking about their "next project", well, it'll be just as bad if no serious changes are made in the way their entire company's structured...
 
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I think they are in fine spot, it's just AI that gets in the way.
Yes fians/khans are domination, but the reason is the AI behaviour. Simply put horse archers vs archers and you will see that horse one will obliterate foot one for no reason (only difference being the AI behaviour).
Other troops could have perfect AI and Khan's Guards would still be too strong.

Banner Knight: Can kill in one hit in melee.
Druzhinik Champion: Can kill in one hit in melee.
Elite Cataphract: Can kill in one hit in melee.
Khan's Guard: Can kill in one hit in melee, can also kill in 2-5 hits at range.

Do you see the problem here? Khan's Guards are better than every troop at every task. Even before AI is brought into it.
This is why Khan's Guards need an actual statistical weakness. They should be the least good T6 troop at fighting in melee. Not the best.
 
I don't think TW will nerf KG or Fians because they're the best part of the game and TW is proud of them. Did they nerf Swadian Knights? Heh heh nope, they added another Heavy Cav!
Schitzo's can't get to me behind this fortress of meds.
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I don't think TW will nerf KG or Fians because they're the best part of the game and TW is proud of them. Did they nerf Swadian Knights? Heh heh nope, they added another Heavy Cav!
Schitzo's can't get to me behind this fortress of meds.
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Swadian Knights were the best in open field, but weaker in sieges and uneven terrain. They were great in melee but had no ranged attack.

Khan's Guards are the best in open field, sieges, and uneven terrain. They are great in melee and have a great ranged attack.

If you tried to use Swadian Knights on a steep hill, or up a siege tower, they would perform worse than Nord Huscarls, Vaegir Knights, Sarranid Mamlukes, or even Khergit Lancers (who were a tier lower).

Unlike Khan's Guards, Swadian Knights had actual weaknesses to balance out their strengths, make them more realistic, and create more things for the player to think tactically about.
 
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Before Patch 1.8.1. came out i wanted to try and create a mod myself to address this very subject.
Everything as been delayed but with hindsight, it is probably for the best
With the power of a custom troop mod like My Little Warband, its actually quite easy to play around with stuff, but fair enough.

Agree. This is why Warband economy is far supperior to Bannerlord economy. In Warband your main concern is to be able to pay wages, while in Bannerlord is to get a insane amount of money for buying an overpriced armor (and clans), while playing wages is never a problem.
Ding ding ding. Armies should be the late game, not gear. It makes more sense and would actually make the idea of pure top tier armies feel like something special, instead of just the norm.
Well, you are right. I suppose that there is a high risk for making the AI weaker if wages are harder to pay. This is what happens when you want the player and the AI playing under the same rules, while the player is usually like 100000 times smarter than the AI. Plus, the player has access to a lot of income sources which the AI does not (which is silly, keeping in mind that "the AI and the player should play with the same rules").
I say just give AI a boost to their income and food and pretend they're just getting it all from their own workshops and ****.

That's part of TW idea that all normal troops must end at tier 5 and nobles must reach T6.
let's say, hypothetically, that the Khan's were a T3 unit what happens?
Their skills would be lower
Their gear the same
they wouldn't be as good in simulation fights
They would still be very good in manual battles
It would also increase the number of Khan's you might face on average.
The cost would also be lower.
See this is what I'm doing with my own mod. Not all troops hit T5, nor do they come from the same source. Its completely different to the idea of troop trees and makes players actually have to work with low tier levy grade troops.

Now not all of this is good but we can address some of it:
Their skill be limited at T3 i think is quite balance as long as the equipment in not changed.
The fact that you can easily stomp Khuzaits in simulation is a big issue but something that gives them more power in simulation can be implemented
But them still being good and in high quantity for manual battles would make the Khuzait even more unique as far as i can tell.
On the cost TW can simply implement an "upgrade cost" tax for them or why not, even changing the wage to an hypothetical T8 unit.
the upgrade tax would only go against the player while increasing the wage would be a bigger punishment on the AI then the player.
A balance of both methods might work.
Ehhhhh, they need to feel like elites and having them be numerically unskilled is kind of silly for such a 'prestigious' unit.

I just make them rare, lower a lot of skills and equipment and crowd up the noble recruitment slots with more elite goodies and now they feel like a deluxe cool dude.

Honestly the fix for the Khan's is simple
1x quiver
80 DMG glaive
Decrese Polearm skill
Increse bow skill
Decrese Athletics? Maybe not, if anything increase it
If not enough then we can talk about the armor.
Sounds just like my fix. Except athletics, that's just a largely pointless stat unless you have RBM. Armour is the way.

Also i wouldn't nerf the Glaive itself, just create an identical weapon that only the troops can use, so players can still enjoy the 145+ DMG monster.
I would prolly nerf it on horseback at least. Make it a bit slower on swing recovery or something.

"I'll do the cool part, as long as other people do all the real work."
Just like me.
 
I took the glaive from them and gave sabers instead. Problem solved...for me.
Maybe noble troops should have these conditions to appear for hiring for player:
1. Player must be vassal
2. Player can take them only from his fieves
3. Each fief will have a hard cap, based on socio-economic status of given fief. Prosperity and number of hearths.
And this one, which might be for many an overstrech, but I wouldn't mind.
4. Player can't hire them from prisoners pool if they are different culture. Underlying their specific position in the society/culture. They are proud and loyal. So foreign culture noble units could be only ransomed.
 
I say just give AI a boost to their income and food and pretend they're just getting it all from their own workshops and ****.

Yes, this is what I think, but people get mad if someone suggests the AI getting small cheats for matching the player management/advantages.

Saving money for buying overpriced armors while wages are pretty easy to pay is probably what I most hate about this game.
 
Yeah, give AI lords possibility to own workshops and run caravans. It's doable. I think Bannerking mod does that. I can feel the pain of AI lord owning Ormanfard castle with ONE attached village 😁
 
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