Ok, then either give recruits more weapon skill or nerf looter/peasant weapon skill.
The AI can't keep up with the player because we're smarter and make better decisions. And that's fine. Otherwise this game would be literally unwinnable. It's already a very grindy game which takes ages to complete a single playthrough. The AI usually only fields lots of recruits when their initial powerful army full of T5 troops has already been defeated. In which case you should be able to defeat the subsequent scraps army easily, so you can take over their territory.
Your first point? Because you don't need to give recruits shields to have better weapon skill, just give them better weapon skill.
Your second point? Because the AI's scraps armies after defeating their main army should not be challenging. That will just drag out the game more.
Let me explain.
Changing armour will fix the problem of archers being too strong.
Giving recruits shields will not fix the problem of archers being too strong, so armour will still need to be changed.
Therefore it is not a reason to make recruits have shields, since the actual fix will still need to happen anyway.
Blunt damage to armour was changed the way I wanted and it made the game much better. Cavalry charge damage/knockdown was changed the way I wanted and it made the game much better.
A shield is solely useful as a military item. It has no other purpose.
Nobody would bring a literal plank to a battle. That would be less than useless, it would actually hinder you. As for a rotten wooden shield, such things are not just lying around everywhere either.
Bannerlord troops are NOT "drafted levies". You can go into a village of a kingdom you have no ties to, and recruit men there even if you are not their lord or even from that kingdom.
Since you are proposing the change, the burden of proof is on you. Can you go find me multiple historical examples of volunteer soldiers joining travelling warbands and all of them already having shields with them?
How does it make "perfect sense" for a guy who was working on a farm five minutes ago and has never fought before in his life to already have a shield that is only useful for fighting? And for literally every single guy in Calradia to just have a shield lying around?
See above in this post.
Recruits are not backed by anyone. They are unaffiliated volunteers. I can be a Khuzait, go to Vlandia, say "anyone want to join me?", then use those same guys to attack a Vlandian lord.
Because you are not reading the many explanations given in this thread. Then you complain that it does not make sense. If you read the thread it would make sense to you and you would save yourself time. Here. I'll even link the post for you.
So something that has bugged me for a long time is the general ineffectiveness of recruits. Now I get it; they are recruits, lowest of the low for the military units, and not supposed to be much better than peasants. But the sad truth is actual peasants are probably better fighters then recruits...
forums.taleworlds.com
The player starts off with nothing, has to work their way up through the entire game, has to conquer 100 castles and 100 cities and defeat enemy AI armies in hundreds of field battles.
We are meant to have an advantage. Otherwise instead of taking 70+ hours to complete a single playthrough like it does now, it would take 200 hours.
An army of 3000 T1/T2/T3/T4/T5/T6 is a challenge.
Once that is wiped out, the AI will be able to muster maybe 400 recruits to attack me while I am sieging their castle.
An army of 400 T1/T2 is not a challenge and I will beat them easily.
An army of 400 T1/T2 "but the T1 have shields" is
still not a challenge and I will still beat them easily; but due to being stronger with shields they will cause my troops to have some more casualties I will need to replace.
Thus making the game more grindy without making it more challenging.
Because you haven't thought it through and/or don't understand the impact it can have over the course of a full playthrough. And that's fine, just mod it into your own game rather than saying it should be in vanilla.
Armour protection against arrows is terrible in terms of gameplay. I've done testing and the average number of chest shots to kill a same tier troop is 4-5. This means ranged troops are just as deadly at a distance as melee units are up close. This makes them very overpowered.
Shields do help due to their unrealistically high HP, but when troops are fighting in melee, they can't block with their shield and they get shot full of arrows anyway. And troops without shields are totally screwed.
Making armour give 1.7x better protection against arrows/bolts would make ranged units much more balanced and improve the game.
Maces didn't make plate useless, just want to point that out: far from it. Padding was worn beneath plate.
Yes, maces were the
most effective way of dealing with plate (other than a dagger to the eyeslit), but that is not the same thing as making plate useless. Otherwise real life min-maxing knights would have all started using maces and ditched their expensive, heavy, vision-restricting armour.