five bucks
Knight at Arms
1: Lack of variety. Different faction armies mostly use the same type of troops. 5 out of 8 of the factions in the game are "generalist" factions whose armies fight in a very similar way, with no clear specialty or weakness. This means the player hardly ever needs to change their tactics when fighting different factions, and that makes battles repetitive.
2: Soldiers with long pikes with the spear brace ability are too uncommon. This reduces variety, and means players don't get to use tactical spear bracing very often.
3: Units bearing large, tough shields are too common. Every faction having a lot of generic shield+spear guys reduces variety. Also, large shields are a strong counter to archers - as they take 30+ hits to destroy. If Taleworlds makes armor work properly like they said they would, then archers will become weak, unless the amount of shielded troops is reduced.
4: Some units are too similar to another unit in the same tier, like Mameluke Soldier and Tribesman.
5: The Khuzait and Aserai troop trees only give you a choice at T2 and T3, then no choices at all after that.
6: Troop trees of minor factions who are supposed to be Elite Warriors, like the Skolderbroda, Last Legion, and Ghilman, don't have T5 soldiers.
7: A couple of factions could stand to be closer in design to their historical inspiration which Taleworlds has said they were based on.
8: The Khuzait Khan's Guard is the strongest troop in the game, the best at multiple different roles, making many other troop types pointless.
So here are some suggestions that try and fix these issues.
To increase the variety between faction troop trees, we can give each faction a unique "specialty" and "weakness" which no other faction shares.
A specialty can be expressed by fielding the most of a certain troop type. For example, Sturgia already has the specialty of the most heavy infantry.
A weakness can be expressed by fielding the least of a certain troop type. For example, Vlandia has the weakness of the least horse archers.
Strengths and weaknesses should try and be similar to the real-life culture that each faction is based on.
Shield Infantry (use a large, strong shield): 35 !!
Shock Infantry (use a high-damage, two-handed swinging weapon): 12
Pike Infantry (use a two-handed weapon that can be braced, and no shield): 4 !!
Ranged Infantry (use ranged weapons as their main weapon): 27
Ranged Cavalry (mounted and use ranged weapons as their main weapon): 15
Melee Cavalry (mounted and use melee weapons as their main weapon): 23
Aserai specialty: None
Battania specialty: lots of Shield Infantry (same as Sturgia)
Empire specialty: most Ranged Infantry
Khuzait specialty: most Ranged Cavalry
Sturgia specialty: lots of Shield Infantry (same as Battania)
Vlandia specialty: most Melee Cavalry
Aserai weakness: None, can do everything (same as 3 factions)
Battania weakness: None, can do everything (same as 3 factions)
Empire weakness: None, can do everything (same as 3 factions)
Khuzait weakness: lacks Shock Infantry
Sturgia weakness: None, can do everything (same as 3 factions)
Vlandia weakness: lacks Ranged Cavalry
Shield Infantry - 21
Shock Infantry - 16
Pike Infantry - 16
Ranged Infantry - 24
Ranged Cavalry - 16
Melee Cavalry - 20
Aserai specialty: most Ranged Infantry.
Battania specialty: most Shock Infantry.
Empire specialty: most Pike Infantry.
Khuzait specialty: most Ranged Cavalry.
Sturgia specialty: most Shield Infantry.
Vlandia specialty: most Melee Cavalry.
Aserai weakness: lacks Pike Infantry.
Battania weakness: lacks Melee Cavalry.
Empire weakness: lacks Shock Infantry.
Khuzait weakness: lacks Shield Infantry.
Sturgia weakness: lacks Ranged Infantry.
Vlandia weakness: lacks Ranged Cavalry.
Here is a faction-by-faction breakdown.
ASERAI
With these changes, the average Aserai army you fight will be more powerful at range than any other faction, letting off a huge volley of arrows and javelins at the start of a battle to wreak havoc with static enemy formations or take down circling horse archers with superior accuracy. When fighting them, the player could change their tactics to focus on shieldwalls to absorb the ranged spam, or exploit the Aserai's lack of pikes by sending in cavalry charges.
This represents the Aserai's historical inspiration, the Arabs, a culture whose warriors prided themselves on mastering many forms of combat, but in particular the bow and javelin. What we would call "pikemen" were not common, instead Arab spears were usually light, under 2.5 metres in length, and used with a shield one-handed.
BATTANIA
With these changes, the average Battanian army will have the most shock infantry of any opponent you face. Battanian hordes of charging shock troops throwing javelins will be the terror of any shieldwall! A smart player could run heavy cavalry-focused armies against Battania to run down their shock troops.
This represents Battania's historical inspiration, the Ancient Celts, Welsh, Scots and Irish. One thing Ancient Celts, Scots and Irish are famous for is fighting in wild, ferocious charges, using falxes, or long swords, or great axes; in other words, shock infantry. The Celts however generally did not engage in heavily armoured lance cavalry charges, instead preferring to use the javelin; due to the many swamps and rocky terrain of Ireland and Wales, heavy armour was impractical, so Celtic cavalry were mainly skirmishers wearing medium armour.
EMPIRE
With a troop tree like this, pike representation in the game will increase massively, and the Empire's armies will feel more unique to command or fight against; large formations of braced pikes will make Empire armies the toughest target for any attempt at a direct cavalry charge. However, due to their lack of shock infantry, a smart player can advance in shieldwalls, and the Empire will have difficulty breaking through them.
This represents the Empire's historical inspiration, the Byzantine Empire. The Byzantines fielded pike units regularly, with pikes up to 4 metres long, using the tactic more than any other culture that Bannerlord takes inspiration from. What native Byzantine armies lacked, however, was shock infantry - they had to hire foreign mercenaries (the Varangian Guard) for that role.
KHUZAIT
Khuzaits are already a good example of a Bannerlord faction which feels very different to other factions to fight, with armies largely comprised of highly mobile horse archers that circle the battlefield. If lacking good shielded infantry becomes their weakness, then the player will be able to counter them by using large amounts of ranged infantry, who will have plenty of vulnerable targets to shoot at.
The Khuzaits' ranged cavalry specialty is accurate for their historical inspiration, the Gokturks, Avars, Khazars, Kipchaks, and Mongols, who were well known for their horse archery. On the other hand, the people of the steppes are not as well known for their infantry skills, so the most appropriate unique weakness for the Khuzaits would be something to do with infantry. As a unique weakness for shielded infantry is not appropriate for any other faction, the Khuzaits are the best candidate.
STURGIA
Currently Sturgia has the specialty of most heavy shielded troops in the game, but it does not stand out much, as every faction has lots of heavy shields. With changes to all troop trees, Sturgian armies will stand out as the best at creating shieldwall formation, to close the gap against archers and get into melee. The player can use shock infantry tactics to break through their formations, or field lots of horse archers to exploit their lack of ranged retaliation and lack of chasing ability.
This represents the Sturgians' historical inspiration, the Kievan Rus'. The Rus' style of warfare was Slavic with Norse influences; the great majority of their armies were comprised of infantry armed with spears, shields, and axes. Rus' armies did field archers, but as a unique weakness for ranged infantry does not suit the theme of any other faction, the Sturgians are the best candidate, especially since they already have the weakest ranged infantry in Bannerlord.
VLANDIA
Vlandia are a good example of a Bannerlord faction with a different play style from other factions, due to clear strengths and weaknesses. Their highest amount of melee cavalry encourages the player to lead a stampeding horse charge with destructive force, but they are vulnerable to a strong block of pike infantry; if the amount of pike infantry in Bannerlord is increased to not be so rare, this will force Vlandian armies to use crossbowmen tactically, to soften up the front ranks before making a charge.
The current design nicely represents the Vlandians' historical inspiration, the Normans (and other Western Europeans).
GHILMAN
Proposed change: Add a T5 unit called the Ghulam Kingmaker, with better equipment than the Ghilman.
LAST LEGION
Proposed change: Move the Triarii to Tier 5 and improve its equipment, move the Principes to Tier 4 and improve its equipment, move the Hastati to Tier 3 and improve its equipment. Add a new unit, the Velites, at Tier 2.
SKOLDERBRODA
Proposed change: Move the Skolder Veteran Broda to Tier 5 and improve its equipment, move the Skolder Warrior Broda to Tier 4 and improve its equipment, and add a new unit at Tier 3, the Skolder Shield Broda.
2: Soldiers with long pikes with the spear brace ability are too uncommon. This reduces variety, and means players don't get to use tactical spear bracing very often.
3: Units bearing large, tough shields are too common. Every faction having a lot of generic shield+spear guys reduces variety. Also, large shields are a strong counter to archers - as they take 30+ hits to destroy. If Taleworlds makes armor work properly like they said they would, then archers will become weak, unless the amount of shielded troops is reduced.
4: Some units are too similar to another unit in the same tier, like Mameluke Soldier and Tribesman.
5: The Khuzait and Aserai troop trees only give you a choice at T2 and T3, then no choices at all after that.
6: Troop trees of minor factions who are supposed to be Elite Warriors, like the Skolderbroda, Last Legion, and Ghilman, don't have T5 soldiers.
7: A couple of factions could stand to be closer in design to their historical inspiration which Taleworlds has said they were based on.
8: The Khuzait Khan's Guard is the strongest troop in the game, the best at multiple different roles, making many other troop types pointless.
So here are some suggestions that try and fix these issues.
To increase the variety between faction troop trees, we can give each faction a unique "specialty" and "weakness" which no other faction shares.
A specialty can be expressed by fielding the most of a certain troop type. For example, Sturgia already has the specialty of the most heavy infantry.
A weakness can be expressed by fielding the least of a certain troop type. For example, Vlandia has the weakness of the least horse archers.
Strengths and weaknesses should try and be similar to the real-life culture that each faction is based on.
Shield Infantry (use a large, strong shield): 35 !!
Shock Infantry (use a high-damage, two-handed swinging weapon): 12
Pike Infantry (use a two-handed weapon that can be braced, and no shield): 4 !!
Ranged Infantry (use ranged weapons as their main weapon): 27
Ranged Cavalry (mounted and use ranged weapons as their main weapon): 15
Melee Cavalry (mounted and use melee weapons as their main weapon): 23
Aserai specialty: None
Battania specialty: lots of Shield Infantry (same as Sturgia)
Empire specialty: most Ranged Infantry
Khuzait specialty: most Ranged Cavalry
Sturgia specialty: lots of Shield Infantry (same as Battania)
Vlandia specialty: most Melee Cavalry
Aserai weakness: None, can do everything (same as 3 factions)
Battania weakness: None, can do everything (same as 3 factions)
Empire weakness: None, can do everything (same as 3 factions)
Khuzait weakness: lacks Shock Infantry
Sturgia weakness: None, can do everything (same as 3 factions)
Vlandia weakness: lacks Ranged Cavalry
Shield Infantry - 21
Shock Infantry - 16
Pike Infantry - 16
Ranged Infantry - 24
Ranged Cavalry - 16
Melee Cavalry - 20
Aserai specialty: most Ranged Infantry.
Battania specialty: most Shock Infantry.
Empire specialty: most Pike Infantry.
Khuzait specialty: most Ranged Cavalry.
Sturgia specialty: most Shield Infantry.
Vlandia specialty: most Melee Cavalry.
Aserai weakness: lacks Pike Infantry.
Battania weakness: lacks Melee Cavalry.
Empire weakness: lacks Shock Infantry.
Khuzait weakness: lacks Shield Infantry.
Sturgia weakness: lacks Ranged Infantry.
Vlandia weakness: lacks Ranged Cavalry.
Here is a faction-by-faction breakdown.
ASERAI
With these changes, the average Aserai army you fight will be more powerful at range than any other faction, letting off a huge volley of arrows and javelins at the start of a battle to wreak havoc with static enemy formations or take down circling horse archers with superior accuracy. When fighting them, the player could change their tactics to focus on shieldwalls to absorb the ranged spam, or exploit the Aserai's lack of pikes by sending in cavalry charges.
This represents the Aserai's historical inspiration, the Arabs, a culture whose warriors prided themselves on mastering many forms of combat, but in particular the bow and javelin. What we would call "pikemen" were not common, instead Arab spears were usually light, under 2.5 metres in length, and used with a shield one-handed.
* Make the Tribesman start off as an archer rather than light infantry. This will make ranged infantry common in low-tier Aserai armies, helping give them the specialty of having the most ranged infantry in the game. It will also introduce more meaningful choice to Aserai's troop tree (other than their shield and sidearm, Mameluke Soldier and Tribesman are basically the same unit currently).
* Make the entire shield infantry branch derive from the Mameluke Soldier. This will logically divide Aserai's troop tree into "archer/horse archer" and "melee infantry" branches with less confusing progression.
* Make the horse archers branch off the T3 archer. This will be a more logical progression of archer > horse archer.
* Add a new branch, the T5 Veteran Javelineer, a dedicated javelin ranged infantry unit with 3 stacks of javelins, which branches off the shield infantry. This will make ranged infantry more common in fully-upgraded Aserai armies, and will also give the Aserai more choice and add something unique to the game.
* Make the entire shield infantry branch derive from the Mameluke Soldier. This will logically divide Aserai's troop tree into "archer/horse archer" and "melee infantry" branches with less confusing progression.
* Make the horse archers branch off the T3 archer. This will be a more logical progression of archer > horse archer.
* Add a new branch, the T5 Veteran Javelineer, a dedicated javelin ranged infantry unit with 3 stacks of javelins, which branches off the shield infantry. This will make ranged infantry more common in fully-upgraded Aserai armies, and will also give the Aserai more choice and add something unique to the game.
BATTANIA
With these changes, the average Battanian army will have the most shock infantry of any opponent you face. Battanian hordes of charging shock troops throwing javelins will be the terror of any shieldwall! A smart player could run heavy cavalry-focused armies against Battania to run down their shock troops.
This represents Battania's historical inspiration, the Ancient Celts, Welsh, Scots and Irish. One thing Ancient Celts, Scots and Irish are famous for is fighting in wild, ferocious charges, using falxes, or long swords, or great axes; in other words, shock infantry. The Celts however generally did not engage in heavily armoured lance cavalry charges, instead preferring to use the javelin; due to the many swamps and rocky terrain of Ireland and Wales, heavy armour was impractical, so Celtic cavalry were mainly skirmishers wearing medium armour.
* Make the Clan Warrior a shock infantry troop; remove its spear and replace it with a two-handed weapon. Having shock infantry units be common from T2 to T5 will help give Battania the unique specialty of having the most shock infantry units in the game.
* Move the Raider - Veteran Falxman shock infantry branch to start from the Clan Warrior, so the shock infantry line is a logical progression.
* Change the Veteran Falxman's equipment to a Falx, a targe, a short sword and a stack of javelins, and reduce the armor that it wears to lower quality. Removing the Rhomphaia will make the Falxman's name correct, and make it more representative of the Celts (who didn't use the rhomphaia, not that it ever existed in that form anyway). Changing its other equipment is done to differentiate it from another introduced shock troop (see below).
* Turn the Scout into a javelin cavalry skirmisher with two stacks of javelins, and move it so it branches off the Skirmisher. Remove the Battanian Horseman. Battania's melee cavalry line is inconsistent with Battania's backstory and real-life inspiration. Removing this branch will cement Battania as an infantry faction, and also add room for a shock infantry unit which matches their backstory.
* Add a new shock infantry troop, the T5 Gallowglass, branching from the shield infantry line. To differentiate itself from the Veteran Falxman, it uses a two-handed axe, wears heavier armour, uses throwing axes, and has no shield. Having two shock infantry branches at T5 will help make shock infantry be very common in Battania's armies, giving them a specialty. It will also make their culture description accurate, which currently says "Battanian warriors charge into battle with great swords and great axes". It will also nicely represent an aspect of Celtic warfare, the Gallowglasses. Gallowglasses were a style of Celtic warrior in Ireland and Scotland, who fought using great-axes and mail in a style imitating the Vikings.
* Remove the shields from the Skirmisher, Veteran Skirmisher and Wildling, and give them longer braceable spears. This will reduce the amount of shielded troops in Battania, making them play more differently to Sturgia; and will also reduce the amount of large shields in the game, helping archers stay viable after armor is buffed.
* Replace the braceable spears of the Picked Warrior and Oathsworn with a different non-braceable weapon to keep them different from the Wildling line.
* Give the Battanian Mounted Skirmisher a second stack of javelins and a short lance so it can function as a javelin cavalry in its main role, with a weak secondary role as melee cavalry.
* Move the Raider - Veteran Falxman shock infantry branch to start from the Clan Warrior, so the shock infantry line is a logical progression.
* Change the Veteran Falxman's equipment to a Falx, a targe, a short sword and a stack of javelins, and reduce the armor that it wears to lower quality. Removing the Rhomphaia will make the Falxman's name correct, and make it more representative of the Celts (who didn't use the rhomphaia, not that it ever existed in that form anyway). Changing its other equipment is done to differentiate it from another introduced shock troop (see below).
* Turn the Scout into a javelin cavalry skirmisher with two stacks of javelins, and move it so it branches off the Skirmisher. Remove the Battanian Horseman. Battania's melee cavalry line is inconsistent with Battania's backstory and real-life inspiration. Removing this branch will cement Battania as an infantry faction, and also add room for a shock infantry unit which matches their backstory.
* Add a new shock infantry troop, the T5 Gallowglass, branching from the shield infantry line. To differentiate itself from the Veteran Falxman, it uses a two-handed axe, wears heavier armour, uses throwing axes, and has no shield. Having two shock infantry branches at T5 will help make shock infantry be very common in Battania's armies, giving them a specialty. It will also make their culture description accurate, which currently says "Battanian warriors charge into battle with great swords and great axes". It will also nicely represent an aspect of Celtic warfare, the Gallowglasses. Gallowglasses were a style of Celtic warrior in Ireland and Scotland, who fought using great-axes and mail in a style imitating the Vikings.
* Remove the shields from the Skirmisher, Veteran Skirmisher and Wildling, and give them longer braceable spears. This will reduce the amount of shielded troops in Battania, making them play more differently to Sturgia; and will also reduce the amount of large shields in the game, helping archers stay viable after armor is buffed.
* Replace the braceable spears of the Picked Warrior and Oathsworn with a different non-braceable weapon to keep them different from the Wildling line.
* Give the Battanian Mounted Skirmisher a second stack of javelins and a short lance so it can function as a javelin cavalry in its main role, with a weak secondary role as melee cavalry.
EMPIRE
With a troop tree like this, pike representation in the game will increase massively, and the Empire's armies will feel more unique to command or fight against; large formations of braced pikes will make Empire armies the toughest target for any attempt at a direct cavalry charge. However, due to their lack of shock infantry, a smart player can advance in shieldwalls, and the Empire will have difficulty breaking through them.
This represents the Empire's historical inspiration, the Byzantine Empire. The Byzantines fielded pike units regularly, with pikes up to 4 metres long, using the tactic more than any other culture that Bannerlord takes inspiration from. What native Byzantine armies lacked, however, was shock infantry - they had to hire foreign mercenaries (the Varangian Guard) for that role.
* Turn the Menavlion weapon from a slashing weapon into a pike. This will properly represent how it was actually used in real life.
* Change the Imperial Infantryman into a pike infantry troop by changing its shield into a smaller, weaker shield, and give it a mid-length braceable spear and stack of javelins, in exchange for lighter armor. Having pike infantry units be common from T2 to T5 will help give Empire the unique specialty of having the most pike infantry units in the game. This will also well represent the Byzantine Peltasts.
* Add a branch of lightly-armed pike infantry which carries small shields and javelins, going to T5. By T2, it carries a long pike. This will help specialization as mentioned above, and represent the long kontarion the Byzantine frontline troops used.
* Delete the Menavliaton unit, so the branch starts at T5, allowing the heavy infantry branch to start at T3.
* Remove the javelin from the Elite Menavliaton and give them even better armor than any T5 Empire troop, to differentiate them from the main pike troop line. Having two pike infantry units at T5 will help make Empire have the most pike infantry units.
* Remove the T4-T5 bowman branch. This will make Aserai stand out more as the ranged archery specialists, and leaves room for two branches of pike infantry, so that the Empire can stand out as the pike infantry specialists. It will also make crossbows more prominent in the game relative to bows, increasing variety. The Sergeant Crossbowman could also be named the Palatine Guard, to preserve that cool name while also differentiating its name more from the Vlandian Sergeant.
* Change the Imperial Infantryman into a pike infantry troop by changing its shield into a smaller, weaker shield, and give it a mid-length braceable spear and stack of javelins, in exchange for lighter armor. Having pike infantry units be common from T2 to T5 will help give Empire the unique specialty of having the most pike infantry units in the game. This will also well represent the Byzantine Peltasts.
* Add a branch of lightly-armed pike infantry which carries small shields and javelins, going to T5. By T2, it carries a long pike. This will help specialization as mentioned above, and represent the long kontarion the Byzantine frontline troops used.
* Delete the Menavliaton unit, so the branch starts at T5, allowing the heavy infantry branch to start at T3.
* Remove the javelin from the Elite Menavliaton and give them even better armor than any T5 Empire troop, to differentiate them from the main pike troop line. Having two pike infantry units at T5 will help make Empire have the most pike infantry units.
* Remove the T4-T5 bowman branch. This will make Aserai stand out more as the ranged archery specialists, and leaves room for two branches of pike infantry, so that the Empire can stand out as the pike infantry specialists. It will also make crossbows more prominent in the game relative to bows, increasing variety. The Sergeant Crossbowman could also be named the Palatine Guard, to preserve that cool name while also differentiating its name more from the Vlandian Sergeant.
KHUZAIT
Khuzaits are already a good example of a Bannerlord faction which feels very different to other factions to fight, with armies largely comprised of highly mobile horse archers that circle the battlefield. If lacking good shielded infantry becomes their weakness, then the player will be able to counter them by using large amounts of ranged infantry, who will have plenty of vulnerable targets to shoot at.
The Khuzaits' ranged cavalry specialty is accurate for their historical inspiration, the Gokturks, Avars, Khazars, Kipchaks, and Mongols, who were well known for their horse archery. On the other hand, the people of the steppes are not as well known for their infantry skills, so the most appropriate unique weakness for the Khuzaits would be something to do with infantry. As a unique weakness for shielded infantry is not appropriate for any other faction, the Khuzaits are the best candidate.
* Seriously nerf the damage of the Glaive. Right now it is so powerful that it makes the Khuzait Khan's Guard the most overpowered unit in the game in melee combat.
* Reduce the HP of the Khuzait Wicker Shields to 280/240/200, and remove the Eastern Cavalry Shield from the Darkhan (replacing it with a wicker shield). Change the main weapon of the Footman line from the steppe spear to a glaive, with the shield now just a backup. This will make the game more varied by reducing the amount of "generic spearman with big shield" every single troop tree currently has, and will give Khuzaits the unique weakness of having the worst shield troops in the game.
* Make the ranged infantry branch start at T4 instead of T3, to distribute the upgrade choices more.
* Add a Pike Infantry branch at T5, a new unit the Khuzaits did not have before, to give them more choice and variety and increase the use of the braced pike game mechanic.
* Reduce the HP of the Khuzait Wicker Shields to 280/240/200, and remove the Eastern Cavalry Shield from the Darkhan (replacing it with a wicker shield). Change the main weapon of the Footman line from the steppe spear to a glaive, with the shield now just a backup. This will make the game more varied by reducing the amount of "generic spearman with big shield" every single troop tree currently has, and will give Khuzaits the unique weakness of having the worst shield troops in the game.
* Make the ranged infantry branch start at T4 instead of T3, to distribute the upgrade choices more.
* Add a Pike Infantry branch at T5, a new unit the Khuzaits did not have before, to give them more choice and variety and increase the use of the braced pike game mechanic.
STURGIA
Currently Sturgia has the specialty of most heavy shielded troops in the game, but it does not stand out much, as every faction has lots of heavy shields. With changes to all troop trees, Sturgian armies will stand out as the best at creating shieldwall formation, to close the gap against archers and get into melee. The player can use shock infantry tactics to break through their formations, or field lots of horse archers to exploit their lack of ranged retaliation and lack of chasing ability.
This represents the Sturgians' historical inspiration, the Kievan Rus'. The Rus' style of warfare was Slavic with Norse influences; the great majority of their armies were comprised of infantry armed with spears, shields, and axes. Rus' armies did field archers, but as a unique weakness for ranged infantry does not suit the theme of any other faction, the Sturgians are the best candidate, especially since they already have the weakest ranged infantry in Bannerlord.
* Turn the entire Woodsman-Horse Raider branch into pike infantry. This will increase Sturgia's identity as an infantry faction, be closer to their historical inspiration (the most enormously common troop of the Kievan Rus was levied spearmen), and increase the representation of pikes in the game. Also, right now both Sturgia and Battania have javelin cavalry branches! Removing the javelin cavalry from Sturgia will make them more distinct from Battania.
* Make the Heavy Spearman branch off that pike infantry line, so they compete less directly with the Heavy Axeman; and also divide the Sturgian troop tree into "spear-oriented, Slavic-style" and "axe-oriented, Nordic-style" halves.
* Give the Heavy Spearman a Slavic-style teardrop kite shield. This will better represent the Kievan Rus inspiration. (Also, spear troop-using AI needs to be fixed, and the damage and speed of spears needs to be buffed).
* Give the elite line throwing axes and a Slavic-style teardrop kite shield from T3. This will make them look and feel more unique and help give the faction more Slavic flavour.
* Turn the Veteran Bowmen into a horse archer. This will give the Sturgians the unique weakness of not having a T5 foot archer. It also references the horse archers who fought in the Rus' armies, the Black Caps. And it means the Sturgians and Battanians no longer both have javelin cavalry.
* Make the Heavy Spearman branch off that pike infantry line, so they compete less directly with the Heavy Axeman; and also divide the Sturgian troop tree into "spear-oriented, Slavic-style" and "axe-oriented, Nordic-style" halves.
* Give the Heavy Spearman a Slavic-style teardrop kite shield. This will better represent the Kievan Rus inspiration. (Also, spear troop-using AI needs to be fixed, and the damage and speed of spears needs to be buffed).
* Give the elite line throwing axes and a Slavic-style teardrop kite shield from T3. This will make them look and feel more unique and help give the faction more Slavic flavour.
* Turn the Veteran Bowmen into a horse archer. This will give the Sturgians the unique weakness of not having a T5 foot archer. It also references the horse archers who fought in the Rus' armies, the Black Caps. And it means the Sturgians and Battanians no longer both have javelin cavalry.
VLANDIA
Vlandia are a good example of a Bannerlord faction with a different play style from other factions, due to clear strengths and weaknesses. Their highest amount of melee cavalry encourages the player to lead a stampeding horse charge with destructive force, but they are vulnerable to a strong block of pike infantry; if the amount of pike infantry in Bannerlord is increased to not be so rare, this will force Vlandian armies to use crossbowmen tactically, to soften up the front ranks before making a charge.
The current design nicely represents the Vlandians' historical inspiration, the Normans (and other Western Europeans).
* Make the melee cavalry line start at T3 instead of T4. This will increase the proportion of melee cavalry in Vlandian armies, making their role as the melee cavalry specialists even clearer. Edit: This has been done in 1.8.
* Make the shock infantry line start at T4 instead of T3 (see above).
* Remove the braceable polearm from the Sergeant. This will make the Pikeman more unique in its niche.
* Give the Pikeman the Broad Two-Hander to make it more interesting.
* Make the shock infantry line start at T4 instead of T3 (see above).
* Remove the braceable polearm from the Sergeant. This will make the Pikeman more unique in its niche.
* Give the Pikeman the Broad Two-Hander to make it more interesting.
GHILMAN
Proposed change: Add a T5 unit called the Ghulam Kingmaker, with better equipment than the Ghilman.
LAST LEGION
Proposed change: Move the Triarii to Tier 5 and improve its equipment, move the Principes to Tier 4 and improve its equipment, move the Hastati to Tier 3 and improve its equipment. Add a new unit, the Velites, at Tier 2.
SKOLDERBRODA
Proposed change: Move the Skolder Veteran Broda to Tier 5 and improve its equipment, move the Skolder Warrior Broda to Tier 4 and improve its equipment, and add a new unit at Tier 3, the Skolder Shield Broda.
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