Bluko88
Sergeant
Honestly I really don't see why the Sturgians shouldn't be more infantry focused. I mean do we really need 3 (actually 4) cultures whose noble line is effectively just heavy melee cavalry? It would make a lot more sense if Sturgia mirrored Battania more as an infantry centric Kingdom. I've basically turned my back on the vanilla troop trees. Not balanced, not diverse, just a joke. Any other developer of a strategy/battle game will typically make troop balance THE priority. And a small team could easily sort this all out in a month for Bannerlord, but nah.Since you have introduced winter and snow to strengthen Sturgia, why do you still let Varyags keep their horses. It does not make much sense. Now Sturgia has no feature at all. It did not have any feature in the past by the way. Historically, Varyads did not mount horses neither, right?
I've more or less proven to myself over the past year and half that making the Sturgia noble line heavy infantry does not spoil the game. Makes the game a lot more interesting to be honest. If the Khuzait Horse Archer formation is intimidating, shouldn't the Sturgian infantry formation basically be the equivalent?
Ideally Sturgian Trees would be like this:
Honestly I don't even think troop types matter that much in simulated battles (troop tier matters most). You could create a Kingdom of entirely infantry and they'd still probably do fine or no worse on the Campaign map. The actual geography (i.e. fief placement) and random chance plays the biggest role in what Kingdoms prevail. Hence why Battania or Sturgia is usually first to go - because their territory is terrible for the A.I. to defend.
The base game also really suffers from all the Kingdoms having effectively the same troop rosters. Everyone has a T5 Shock Troop, everyone has a T5 Archer, and everyone has (except Battania) a T6 Horseman. The Kingdom you pick has no real bearing on actual battles.
That's why I've also started toying around with somewhat reduced troop trees (trimming the fat), and introducing inherit weaknesses. i.e. Sturgia has weak/limited archers, little cavalry, and a heavy focus on Shock Troops.
I played around with CTT on the base factions and making Druzhinnik use 2h axes on horseback was decently effective, the reach still allows them to hit infantry and cavalry with great cleave. Also fills a niche that no other faction does.
You can have mounted shock troops, but they need to be balanced by not having shields and or light armor. Otherwise they steam roll everything much like Khan Guards in melee mode, though to a lesser extent since weapon length is shorter for axes. I believe I toyed around with Druzhniniks being effectively mounted two-handed axemen, but they were too strong in melee combat, but also too vulnerable at same time. Still probably improvement over vanilla since they are generally a waste.
Eh not really. The A.I. is just gonna recruit whatever is available and upgrade 50/50 (think there's a problem with Castle troop upgrades favoring one branch though). So one line ends as lesser infantry? Big deal, if a T5 unit is balanced appropriately still a good unit, also cheaper. Also in my mod I addressed that by NOT giving T5/T6 Varyags spears or throwing weapons. So you would still want Axemen and Spearmen for the weapon diversity.The Heavy Spearmen/Axemen would need to be rebalanced to be competitive, in some way, with Super Melee Guys since their entire troop line would be pointless if it's both easier and smarter to mass recruit superior counterparts and just have normal Sturgians become... their okay-ish archers.
This game is so ripe with pointless and redundant units anyways.
It's only an issue for those power gaming by recruiting certain troops. But you can't really control what the player chooses to recruit anyways.