Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

Do Sturgian Infantry need a buff?


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As I said, I don't think that's intentional and I would say their top tier archers should be fixed. See my reply above.

It's quite possible that's intentional, here's a quote from the Sturgian Dev Blog:

"The Rus employed both cavalry and archers, but the core of their forces in the early period was most likely formed infantry - also a Norse speciality. We've been working on the close-up foot-slogging side of Mount and Blade. Look out for high-tier AI opponents bashing you with their shield in the teeth, following it up with a blade going into your ribs"
 
It's quite possible that's intentional, here's a quote from the Sturgian Dev Blog:

"The Rus employed both cavalry and archers, but the core of their forces in the early period was most likely formed infantry - also a Norse speciality. We've been working on the close-up foot-slogging side of Mount and Blade. Look out for high-tier AI opponents bashing you with their shield in the teeth, following it up with a blade going into your ribs"

Well core of the Sturgian armies is infantry, but they also employ cavalry and archers. So Sturgian roster is perfectly fine from the lore point.

All they need is some minor stat and equipment fixing/swapping around. I don't see reason for a major redesign.
 
It's quite possible that's intentional, here's a quote from the Sturgian Dev Blog:

"The Rus employed both cavalry and archers, but the core of their forces in the early period was most likely formed infantry - also a Norse speciality. We've been working on the close-up foot-slogging side of Mount and Blade. Look out for high-tier AI opponents bashing you with their shield in the teeth, following it up with a blade going into your ribs"

Does the AI even shield bash ?
 
Well core of the Sturgian armies is infantry, but they also employ cavalry and archers. So Sturgian roster is perfectly fine from the lore point.

All they need is some minor stat and equipment fixing/swapping around.

I agree mostly, most Sturgian tiers need stat and equipment changes, I'm not even convinced the noble line needs to change to infantry that much, but I still think that the Shock Troop and the Ulfhednar (I approve of your suggestion for better armor in your previous post) are a bit underwhelming and need to match the Veteran Warrior a bit more just to keep the whole Infantry as core part of Sturgia truer.
 
Sturgian archers beat out Sturgian spearmen in a 50 v 50 custom battle. I tested it and 10 out of 10 times the archers won by only using the charge and hold fire commands, not a single arrow shot. People think that because Sturgians are pretty much the Nords that they would have the best infantry. That is only true for the final tier of infantry. The rest of the infantry are freakishly under armored, so they need big shields to keep themselves alive but for some reason the Sturgian spearmean have a much smaller shield then the tier below them. The Sturgian soldier. It's ridiculous how tier 4 infantry have a small shield and weak armor and poor polearm skill. Sturgian spearmen need a big buff because against other infantry in custom battle they lose by a lot pretty much every time. give them armor and a big round shield. And Sturgian infantry in general need more armor, i can't find out a good way to use their infantry if they are so fragile.

And here is a video of me showing them losing to archers.The other tests were not as close as whats in the video
 
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I want to start of by saying that Bannerlord is everything I expected it to be and has so far been extremely fun to play despite the (expected) hiccups, and there's no gaming experience I'd rather have than early acess janky release of a game I've been waiting for years to play, and would like to congratulate Taleworlds on the massive success that Bannerlord is and thank them in advance for the upcoming decade of Bannerlord. :party:

Now, however, time for feedback, that is after all what Early Access is about:

Every aspect of the Sturgian faction is lackluster, and the behaviour of Raganvad makes absolutely no sense whatsoever. Resulting in the faction being the overwhelmingly worst performing faction in the Singleplayer campaign.

I will first outline what I believe are the problems with Sturgia, later on further below I will be writing about suggestions and solutions that I believe would help alleviate some of these issues.
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TROOPS

- Sturgia currently contains the highest amount of troops with the wrong skill/proficiency distribution. Not only was this bad enough, but now that AI competency is directly tied to their skill/proficiency with any given weapon, the latest update made the Sturgian troop AI even worse than it was before, as if it wasn't the worst to begin with. This results in non-simulated battles resulting in either defeats or pyrrhic victories. It is virtually impossible to secure a close/resounding victory as Sturgia in non-simulated battles.

- Sturgia performs the worst in simulated battles (i.e auto-calculated battles) due to various different reasons which I will go into more detail further below, but it is a combination of having the worst economy in the game, the worst geography in the game, and the worst troop quality in the game, due to continous defeats, never allowing lords to level up their troops, resulting in Sturgian armies almost always consisting to 90% of Recruits and nothing else.

- The quality of the equipment worn by the Sturgian troops is the worst in the game aswell. One example being the weapons, for example Veteran Warrior has a short and low damage axe, and Shock Troop has some sort of Glaive (which doesn't even make much sense for the faction) which is completely useless because formations seemed to be unoptimized and doesn't allow proper use of large weapons. Their equipment, despite having worse stats, are also the heaviest in the game, resulting in the supposed-Infantry faction having the slowest moving Infantry in the game. Shields are also the worst despite offering the best form, but having the worst stats. The best Sturgian shield is the "Heavy Round Shield" which is a tier 3 shield which has roughly ~33% less HP than high tier shields of other factions.

- The Lords skills and proficiences are all wasted because for some reason they are given a bow and arrow (?) and mounted, instead of fighting either with the melee cavalry or with the infantry.

- Noble troops are virtually never used, thus the Sturgian army (as if 90% consisting of Recruits wasn't bad enough) isn't complemented with the Druzhinniks that it sorely needs.
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RAGANVAD

- I'll start of by saying that I very much like that the different rulers have different personalities, and I very much remember how Raganvad was described in the Sturgia blog released way back, so I would have no issues with Raganvad being a bit of a troublemaker that easily irritates his vassals, but there needs to be some reason to his actions and his actions also needs to not needlessly endanger the existence of Sturgia within the first year of the game beginning.

- My understanding is that Raganvad has a "Warmonger AI" setting enabled for him, which makes him likely to declare war on other factions. This behaviour combined with the fact that Sturgia has the lowest quality troops, the worst economy and the worst geography, makes Sturgia get completely obliterated even in a 1vs1, let alone a 1vX.
In my recent game, Raganvad declared war on: Vlandia, Battania, Northern Empire, Western Empire, Khuzaits. None of these factions declared war on us, it was Raganvad who declared war on them. From almost day 1 of starting this playthrough, it was constant non-stop war for roughly 300-400 days. And despite eventually building a very strong character, good tactical knowledge of the battlefield and a good party with high quality troops, and defeating lord after lord (I probably captured lords about 50 times during the 300-400 day playthrough), this was not enough to turn the tide of war because we were simply at war with too many factions at once.

- Raganvad also seems to have a tendency to not be generous with the (few) fiefs that we have. Despite already owning a city, he just keeps hoarding fiefs for himself, causing clans to leave the kingdom and join the enemy, worsening the already downward spiral even further. He's also a fan of overruling kingdom laws proposed that would increase militia production during times of war, but only lets through laws which in one way or another enriches him personally to the detriment of others.

- All of the above mentioned facts combined makes Raganvad not only the worst leader in the game, but the worst leader in the game for the worst faction with the worst troops with the worst economy with the worst geography.
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ECONOMY & GEOGRAPHY

- Sturgias geography is unique in that it's split across two landmasses with only a tiny stone bridge connecting the two, and also having a castle and a town completely isolated from everything else that requires a long trek to reach (Revyl), and not only that, but also Sturgia is unique in that it has a castle that is completely surrounded by other factions, on a landmass not connected to "mainland" Sturgia (Nevyansk Castle).
Combine this with the fact that the trek from Tyal to anywhere else is massive, and from Revyl to anywhere else is massive, and put snow on top of it all which slows down movement, and you've got a recipe for disaster just waiting to be exploited by more well off factions.

- With longer distances from settlements to towns, and slowed movement speed due to being heavily forested and snowy, peasants take ages to reach Sturgian towns, delaying any potential positive economic effect they might've had on the town, while other factions economies are developing at a much faster pace. These factors also makes it so that it is virtually impossible to reach anywhere in time if they are under attack, so raids on Sturgian settlements are almost always successful, as are sieges.
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SUGGESTIONS & SOLUTIONS

- To begin with, the faulty allocation of weapon proficiencies needs to be corrected, some examples include but are not limited to: Sturgian Spearmen having worse Polearm stat than the unit they upgraded from. Sturgian Druzhinniks having low Polearm stat and high Bow stat despite using a Polearm and not a Bow. Sturgian Shock Troop having tier 4 stats as opposed to tier 5 stats that they're supposed to have, etc. .

- The equipment quality used by the Sturgians needs to be dramatically increased. You can achieve this multiple ways, one example: The equipment they use can use the same models and everything as the equipment that the player has access to, but that doesn't mean they need to be the exact same. You can have two copies of the same helmet, with one being available to the player, and one only being available to specific AI units to spawn with, this way you can buff the AI version of the item while not making it so that a specific factions equipment ends up being overpowered. TLDR: Buff the stats of the items used by Sturgian infantry units.

- Whatever is causing the issue/snowball effect of Sturgian armies consisting to 90% of Sturgian recruits, needs to be remedied. Without this fixed, nothing else will even matter. I personally suspect this is simply largely due to Lords having few opportunities to level up their armies, but especially for factions that are victims of snowballing, their units simply all die before the Lord gets any chance at upgrading them.

I altered this suggestion, Inspired by input from @dphilostrate in this thread:
- Remove the 'Ulfhednar' and replace it with a unit called "Sturgian Vaegir Guard". There's in-game lore to actually back this up (as opposed to the "Ulfhednar"), and makes perfect sense as an upgrade to the "Sturgian Berserker". The Vaegir Guard served as elite bodyguards to Calradian emperors, within the lifetime of adult-aged men that the game takes place in. As opposed to the lightly armoured Sturgian Ulfhednar, the Sturgian Vaegir Guard should be Moderately/Heavily-armoured (Imperial Armour + some bear furs to keep influence from the 'Berserker'), and use a Two-Handed Axe.
NOTE: See further down for more troop tree suggestions.

- All Sturgian troops needs to use round shields as opposed to tear-shaped/kite shields in order to function better in a Shieldwall formation.

- The AI's capabilities to fight in a Shieldwall needs to be increased, currently large weapons are not very functional in a Shieldwall, and this is perhaps intended, but this also applies to some degree to medium-sized weapons aswell as sometimes to smaller weapons. This really hampers the ability of the Sturgians to be an effective infantry force.

- The stats on round shields of Sturgian origin needs to be buffed, buff all of their stats to make them on par with other factions, most importantly their health.

- Remove Bows & Arrows from Sturgian Lords, and in my opinion have them fight alongside the infantry. There isn't nearly enough melee cavalry for the Sturgians for the Lords to be fighting alongside. Either the amount of Druzhinniks in Sturgian Lords armies needs to be increased in order to better protect the Lords, or the Lords need to fight alongside the Infantry.

- Raganvad needs to have his Warmonger AI removed. (If this is even a thing, maybe his warlust is just a bug?)

- Sturgian economy, besides the changes to the geography of Sturgia, also needs a buff in the resource department. It was mentioned in the blog post regarding Sturgia that they have alot of bog iron naturally available in their lands. Would it then not make sense for Sturgia to have more than just one (?) village producing iron ore? Replace some of the grain producing villages to produce iron ore instead.

- Sturgian cultural benefit (less movement speed penalty in snow) needs to be buffed to no movement speed penalty and also apply to all parties of Sturgian culture (peasants, lords, etc. .)
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SUGGESTIONS REGARDING GEOGRAPHY.
I realize altering major parts of the world map at this point is perhaps too late, but perhaps just a few minor alterations along with moving a few cities/castles/villages a little bit?

- The landmass on which Revyl sits needs to be altered so it's closer to Varcheg and easier to reach without the narrow trek filled with bandits that it currently is. The distance between Omor and Varcheg also needs to be reduced, preferably just shrink the entire western part of Sturgian lands and squish it closer to Omor.

- There needs to be more than one narrow passage to pass from western into eastern Sturgia.

- Nevyansk Castle needs to be completely relocated. There's a Battanian castle that's bordering Sturgian lands nearby, just switch the places of these two castles with eachother so Nevyansk castle is closer to Mazhadan castle.

- There needs to be some castles between the Khuzait lands and Tyal, and Tyal also needs to be more easier to reach from the Varnovapol/Sibir area. Villagers journeys from the villages between these two areas also needs to be made safer so they will more easily be able to reach the towns.
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ALTERNATIVE BASIC TROOP TREE SUGGESTION TO ROUND OUT STURGIAN TROOP TREE BETTER
Some of these suggestions run counter to some previous suggestions further up in the thread. This is only meant to serve as inspiration, or as an either/or situation compared to suggestions further up in the thread. I believe multiple approaches to balancing Sturgia are possible.

Regular tree:
- Sturgian Recruit -> Sturgian Soldier (Infantry) -> Sturgian Veteran Soldier -> Sturgian Warrior (1H+Shield) -> Sturgian Veteran Warrior (Heavy Infantry 1H Sword/Axe + Spear + Throwing + Shield)
- Sturgian Recruit -> Sturgian Soldier (Infantry) -> Sturgian Veteran Soldier -> Sturgian Vanguard (2H+1H+Shield) -> Sturgian Veteran Vanguard (Heavy Infantry 2H Axe + Throwing + 1H Axe + Shield)
- Sturgian Recruit -> Sturgian Woodsman (Throwing) -> Sturgian Hunter (Archer) -> Sturgian Archer -> Sturgian Veteran Archer (Heavily armoured mediocre Archer Bow + Arrows + 2H Sword/Axe)
- Sturgian Recruit -> Sturgian Woodsman (Throwing) -> Sturgian Brigand (Cavalry) -> Sturgian Raider -> Sturgian Veteran Raider (Mediocre Cavalry Spear + 1H Sword/Axe + Shield)

LOGIC: As you can see, "Shock Troop" and "Ulfhednar" are gone and kinda combined into the new "Vanguard", this is because both of those troops were performing underwhelmingly and so just having one heavily armoured 2H+1H+Shield+Thrower just fills that purpose better. The Vanguard would of course be differentiated from the Warrior by having lower 1H and Throwing skill and have higher Athlethics and 2H, the Vanguard would also exclusively use Axes so they could be employed when you need to specifically counter shields.
The Sturgian archers are not meant to be amongst the best in the game, actually they should honestly be the worst in the game in terms of their ranged offensive capabilities, but they need to have something going for them, right? So why not make their melee skills better than most other archer units, while also giving them pretty good armor? This would make them rather durable as infantry, as Sturgia is intended to be good at.
The skirmisher Brigand cavalry is gone and replaced with the Raider melee cavalry. This is mostly because it seems Taleworlds is intent on having Lords spawn on Horseback, and so Sturgian lords should have better protection from the units around them. Melee cavalry achieves that job much better.

Noble tree:
- Sturgian Adventurer (Infantry) -> Sturgian Veteran Adventurer -> Sturgian Druzhinnik -> Sturgian Veteran Druzhinnik -> Sturgian Elite Druzhinnik -> Sturgian Druzhinnik Champion (All-around strongest infantry unit in the game.)
- Can spawn with various different loadouts:
- 1) 1H Sword/Axe + Throwing + Shield.
- 2) 1H Sword/Axe + Spear + Shield.
- 3) 1H Sword/Axe + 2H Sword/Axe + Shield.

LOGIC: Sturgia needs an overwhelmingly powerful infantry unit as their best troop. Which is supposed to be the factions strength. Honestly I don't have much against a Horseback Druzhinnik, but it just seems wasted since they would be so alone as melee cavalry for Sturgia anyways. The argument could be made that they would make more sense if my suggestions were implemented since then Sturgia would have the Raider melee cavalry line to complement the Horseback Druzhinnik, but I don't know. I think sticking with mediocre Cavalry (Raiders) and doubling down on Sturgias infantry is the better route.
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GOOD POST BY ANOTHER USER REGARDING STURGIAS ECONOMY:

have been looking into the Sturgian economic woes and I can see a lot of has to do with poor resources their villages produce. Most factions start with a handful of villages producing the same thing such as the Battanian villages produce a lot of grapes, hardwood, and clay. Vlandia has a lot of olives, and the Khuzaits have a lot of sheep and horses. The Sturgians have a 7 villages producing fish and six producing cows, neither of which can be transformed into anything through workshops.

Sturgia does have four villages producing furs and four producing flax, but I have yet to see these trades being profitable for them. Sturgia has one source of hardwood and one source of iron while other factions tend to have two or three. Also, it is interesting the Sturgians and Northern Empire are the only factions that I see to not have their own silver mine.

Economic complications probably also stem from limited caravan visits, though I do not know this for certain until someone measures it.
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MORE FEEDBACK FROM OTHER USERS

Here's another great thread with feedback regarding Sturgia by user @Mote

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最后编辑:
I've made a mod that makes Sturgia more Rus-like (in my vision), adding many armors that were not used mostly, adds horse-archers to Druzhina and many more. Probably that empovers faction, but I tried to stick to same stats that they had before, only some archers and Senior Druzhina are more armored.


And after I did first update, day or 2 after it, in beta I noticed units are using helmets I used in mod. So hopefully it is a direction devs will move into, more Rus-like, not Norse.
 
Yeah they definitely need some love. I jumped straight at Not-Kievan Rus in my first game and built an army with a Sturgian infantry core, Palatine Guard Archers and Vlandian cavalry. First proper fight against an Empire force of roughly equal size(and mostly recruit infantry) and I quickly found out that the only thing I had living was my archers and cavalry. The Sturgian infantry fared about as well if I had just gone for a mountain bandit infantry core.

If the point is to not have Sturgians just be Nords with a different name, I get it. They don't have to be the faction with the absolutely best infantry. But they definitely should have something going on for them.
 
I burst out laughing when i read the part about Raganvad^^
I kinda like strugians isolated position and would suggest adding a maritime aspect to the game. The sturgians are supposed to be vikings, they are pretty much surrounded by sea. Just take away these awkward connections of land (same as in the south with asrai and empire) and give us the possibility to travel by boat, trade over sea and built navies to defend our shores, raid along foreign shores and rivers.

I agree that these 2 isolated towns to the west are totally useless. In the 4 campaigns i played until now they are always overrun within the first few months and Sturgia never recovers from that. I never saw Sturgia prosper in any of my games, they and battania are in my experience the first kingdoms to fall and it always ends with vlandia snowballing out of controle, if the player doesn't intervene.

So add boats and make that sturgias strenght
Rework the map a little in their favor
Make their troops a little better, higher morale of their infantry would be a nice fitting touch and yes roundshields even for their more crappy troop tiers would also make sense
 
Yeah, boats would be a really nice addition, dk if it's planned or not. But if it is, it definitely need to become Sturgia's speciality
 
The addition of ships would do nothing to fix the balance issues currently plaguing the faction. And if such mechanic was added, it would likely not be exclusive for Sturgia (that would be pretty unbalanced), and thus wouldn't fix anything anyways. The main issue is that Sturgia is constantly losing castles and towns, thus losing settlements to recruit from, thus losing battles, thus never having anything other than recruits, and this just keeps going until Sturgia is wiped off the map.

Let's ponder a future where Sturgia is the only faction with ships: Likely, AI decision making would be added to make Sturgian lords go raiding along the coastlines with their ships, this would take time away from both recruitment and defending settlements. In other words: Adding ships, and especially only adding ships for Sturgia, would make these problems EVEN WORSE.

The addition of ships would not alleviate these issues.

Also they are based on the slavic rus, not "vikings."
 
The rus were not slavic, one could say that they were assimilated by the slavic population they conquered later on, but they were norsemen originally.
If they didnt have those ****ty connection to their land in the west and started off with a strong established navy and also had better or cheaper ships than anyone else, they wouldn't necessarily loose all their stuff so quickly.
As i said, ships and a map rework to rly make them hard to reach (atleast from the west) without beating their navy first would go a long way.

Although your suggestion would certainly be easier to implement shortterm, i dont think it would add much depth to the game. It is just a balancing issue, which is already on the plan anyway.
I also agree with your complaints about AI btw, it isnt just Raganvad, it is every leader.
 
The addition of ships would do nothing to fix the balance issues currently plaguing the faction. And if such mechanic was added, it would likely not be exclusive for Sturgia (that would be pretty unbalanced), and thus wouldn't fix anything anyways. The main issue is that Sturgia is constantly losing castles and towns, thus losing settlements to recruit from, thus losing battles, thus never having anything other than recruits, and this just keeps going until Sturgia is wiped off the map.
Obviously needs more than just boats, not talking about making it exclusive either. They need a huge troop/Ai fix, as OP said.
And, yes they're Kievan Rus/Nordic inspired, but they have the biggest coastline of Calradia, wouldn't be stupid to think that if boats were in the game, they would be the best at it.
 
The rus were not slavic
Two peoples have been called rus historically: A norse people which had connections to the slavic peoples of what would come to be kievan rus. And then said slavic peoples of what would come to be kievan rus. I.e the norse people in question who were called rus stopped being called rus as their identities shifted from "norsemen" to "swedes, norwegians & danes", meanwhile the slavic people who are to this day called rus (russians), started being called rus after the establishment of kievan rus when the norse Rurik dynasty was leading them. Sturgia is based on the latter, not the former.
conquered later on, but they were norsemen originally.
There was no conquest, and it's two seperate peoples, no assimilation occured as modern genetic testing can testify.
As i said, ships and a map rework to rly make them hard to reach (atleast from the west)
I understand how you're thinking: Give Sturgia ships and make them a bit isolated, so they're hard to reach meanwhile Sturgia can easily reach other factions therefore balancing things out.
But this is not how it would work out in reality. Even if Sturgia is "hard to reach", factions can still reach them. And even if they are hard to reach, multiple factions at war with Sturgia at the same time will be able to reach them eventually from different directions.

I'm not sure a DLC that adds ships should be TW's concern right now, or anywhere on their radar for the coming years for that matter. Right now; they need to focus on core game systems. So let's put our brains together on suggestions/alterations to said core game systems, as opposed to proposing new game mechanics which would require massive rebalances to the original game to begin with.
I too would appreciate a ship mechanic, eventually, but not right now. Right now we need to focus on the core game systems.
 
Funny, I am only using Sturgian troops because I like mace troops. With the Sturgian Sergeants using maces I am crushing it. Rarely do I lose a soldier to death in simulated battles and usually only a couple of wounded.
 
ye it is something else if a player controls them of course. but the AI is incompetent in pretty much all matters, so sturgia as a kingdom always looses.
 
I just this minute had a crash playing my sturgia rp and my seige defenses are kinda holding thee faction together at this point. I think if they could fix the spears (why don't they just use the Viking conquest spears? They worked really well, i know it's a different dev but a little plagarism never hurt anyone) and made them more prevalent in the melee recruitment tree, give the infantry bigger shields and spears+1h+throwing weapons you could have a faction with a central premise being around this spear/shield wall

On the berzerkers and their "upgrade", i figure if you gave that end unit a 2h axe with heavy armour, like thee archetypal huscarl type, you could have a unit that sits behind your main shield wall for protection until you charge them forward to mince up infantry, which would be awesome if done right. As they are now they're abit useless and just get eaten by archers. I know lorewise they're meant to be closer to veagirs but straight up they're not. They're a crappier version of the nords. Except in warband when you met a bunch of Nord Huscarls and Veterens you knew they'd be a tough nut to crack.
 
I think that they could give different tiers instead of standardize the standard troop line.
For example Sturgia t4 Archer t5.5 infantry t5 cavalry then noble line with choices between t5.5 cavalry and t6 infantry
Battania t4 cavalry t5.5 Archer T5 infantry then noble line with t5.5 infantry (oathsworn) and t6 archer.
Empire t4 crossbowmen and melee cavalry (courser), t5.5 infantry and T5 the rest. Noble t6 cavalry and 5.5 infantry.
Aserai t4 infantry, t5.5 archers, T5 rest and t6 cavalry and t5.5 horse archer
Khuzait t4 infantry t5.5 horse archer, T5 rest and t5.5 melee cavalry and t6 horse archer.
Vlandia t4 infantry, t5.5 cavalry, T5 rest, the noble t5.5 infantry and t6 cavalry.
 
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