you're right about the difference between the two terms, I didn't want to be too fussy and so I just used "strategy".What you actually refer to is tactics, its generally mistaken for strategy due to terms like RTS (technically it should be real time tactics), strategy should be hapenning in BL on the "strategic" world map
The tactics concern the sequences of formations, attacks and maneuvers on the battlefield, the strategy concerns the various military actions concerning the movement of armies on the campaign map.
I ask forgiveness if I have left room for doubts.
You can see under my profile a thread called "CREATE BATTLE FORMATION AND TACTICAL ORDERS system", in which I write tactical and non-strategic orders on purpose just because they concern the battlefield and not the world map.
Regarding the strategy, I have written some threads to improve it, I will insert the link if you want to read them in detail in case you want to know how I see it on this topic.
ECONOMY , LOGISTICS and WARFARE SUGGESTION LIST
Mainly take a look at the "geographical coverage" thread that talks about the movement of armies and marching formations, and therefore in a broader context involves ambushes, interceptions, movement fronts of armies (like wave fronts, even if it is improper to call them that, which cover a certain part of the map to avoid circumvention and encirclement or attacks on supply lines) and other nice goodies.
The other thread is the one on logistics and the supply system.
The other two, on the other hand, concern more delicate issues but always indirectly linked to strategy.
In order to get to that point you would need rework of combat (armor, damage, stamina, morale, probably more attack angles - see jedi knight 2 or better Moviebattles 2 for reference) and only then we could start speculating about adding some real tactics.
This is what I do with my threads.
I suggest reworks that do not change the style of the game and do not modify the underlying principles and objectives it wants to achieve) but broaden it and deepen it.
I think the armor system is pretty much what practically dictates everything in this game.
The timing of the battles, the resistance of the units, the depth of the combat system.
These 3 aspects, vital for the game, depend mainly on the armor, so I believe that the greatest effort must be made there.
Making the armor system more realistic (not just changing the armor values .. but increasing the number of hurtboxes and therefore choosing to pay the small price of reducing the number of models per battle) in order to improve those 3 aspects.
The point is that "simple" or "complicated" has nothing to do with what I write.People are telling you that your suggestions are pointless because they are realists and because TW explicitly mentioned multiple times that they are going for simplistic game (console port for old gen - must run on slow CPU, no alliances for AI factions etc), writing is on the wall. What you suggest require complete overhaul and it is exact opposite of what TW did until now. But feel free to mod it (to get an idea of how hard / easy it is)
I consider a game to be complicated in which the consequences of actions are not their natural and intuitive evolution.
For example: take a fighting game where you have to perform combos to make moves.
The buttons tell you: top, top-right, right, left, bottom-left, bottom, bottom-right, right and finally square.
From this combo comes only one attack, perhaps with a series of animations that in themselves have no connection with the series of keys written above.
If I changed one of the keys to another, or permutated them, what should make me guess that that permutation is associated with a specific attack that differs precisely in a specific animation or effect?
Obviously, only the developer can decide whether to associate a given series of animations to a given series of key combinations.
In another fighting game, press right and the attack button, and it makes an attack on the right.
Press left and attack and left does it.
In this case, following this logic, if you press a given direction and attack, it is intuitive that the attack will go in that direction.
You will say: and the combos?
In this game the combos will depend on how well you are able to chain attacks whose effect and direction you intuitively know.
The first game is based on memory and is complicated because it requires a study in my opinion useless, the second does not require the same amount of study but is not less profound than the first (indeed it is much more so).
Here, same principle for bannerlord.
I take into account the fact that the game also goes on consoles and therefore I elaborate threads in which that factor is taken into account.
The main problem with the consoles, aside from performance, is more related to the controller.
The important thing is that you don't have a complicated key combination.
That would add artificial difficulty, as does the simple variation of parameters such as "hp and armor value" that is done in many games just to give an artificial difficulty where the AI is as foolish as simple difficulties and where the depth of the gameplay It does not change. Everything becomes harder, this is difficult for many, but for me it is a mockery.
I write apparently complicated threads to read, but whose purpose is to simplify the game (in the sense of greater intuitiveness) with, at the same time, an improvement in the gameplay.
greater simplicity + improvement.
Simplicity does not mean "less things", "less mechanical".
At least it is not intended that it should be simple for the developer and not for the player.