Since I've played mostly as a Viking thus far in this mod I think I've got a fairly decent idea, personally, what I'd like to see changed.
-Making the ships even more expensive, and only purchasable by the leader of the faction. Historically it wasn't every derp and his few mates grabbing a ship because they could afford it and sailing to England for the lols, they were planned en masse raids funded for by the higher ups of the tribe. Raids should feel like more of an epic journey long awaited rather than going every 15-20 minutes to raid.
-Make swords useful, as it stands they're really not a tool taken besides symbolically as the axes serve more of a purpose for a fraction of the cost.
-Add in a rival Norse tribe. As it stands there's no economic competition in Adger, especially for Smiths. They can just sit there and make mad money from the infinite supply of resources provided to them by the faction. I made 200k in two days off smithing. While it should be profitable, there should also be a chance of attack and loss of resource control like the Saxons. As it stands they can literally farm money with 0 risk.
-Reduce the crafting bonus for the Gods sake. Nearly a 2k crafting bonus for making a two handed Axe!
-Maybe add in a durability for Axes, or an unbalanced effect, or something to not make them the meta because they're better than swords. They should be the meta because they're CHEAP.
-Historically mining for ore was not popular in Scandinavia, as the largest (and easiest to access) iron was at the bottom of peat bogs. They'd cut sections of turf out from the bottom of the bog in areas that showed rust-colored water from the oxidizing iron and would put it in something like a giant furnace. It burns the turf, dirt, etc. off the iron and leaves you literally a stuck together hunk of semi ferrous material.
Granted this was some of THE most pure iron, the stages to turn this ****e into actual, workable iron took AGES, and it really wasn't until the vikings established stable trade routes that they would simply trade for either mined ore or pre-made iron bars (that leads into the Ulfhbert swords but that's not for now).
I know that harvesting bog iron is going to be a ***** to code, so maybe create a field of small ore that deplete easy, and "regrow" slowly, it'd help hinder the flow of viking viking arms and armor by far (you'd also need to modify the crafting recipes a bit for the viking armor and helmets so it doesn't take iron ore). It might take a bit to code, and not be uploaded for a while on to the scene but it'd go a looooong way in "nerfing" the vikings.
-Making the ships even more expensive, and only purchasable by the leader of the faction. Historically it wasn't every derp and his few mates grabbing a ship because they could afford it and sailing to England for the lols, they were planned en masse raids funded for by the higher ups of the tribe. Raids should feel like more of an epic journey long awaited rather than going every 15-20 minutes to raid.
-Make swords useful, as it stands they're really not a tool taken besides symbolically as the axes serve more of a purpose for a fraction of the cost.
-Add in a rival Norse tribe. As it stands there's no economic competition in Adger, especially for Smiths. They can just sit there and make mad money from the infinite supply of resources provided to them by the faction. I made 200k in two days off smithing. While it should be profitable, there should also be a chance of attack and loss of resource control like the Saxons. As it stands they can literally farm money with 0 risk.
-Reduce the crafting bonus for the Gods sake. Nearly a 2k crafting bonus for making a two handed Axe!
-Maybe add in a durability for Axes, or an unbalanced effect, or something to not make them the meta because they're better than swords. They should be the meta because they're CHEAP.
-Historically mining for ore was not popular in Scandinavia, as the largest (and easiest to access) iron was at the bottom of peat bogs. They'd cut sections of turf out from the bottom of the bog in areas that showed rust-colored water from the oxidizing iron and would put it in something like a giant furnace. It burns the turf, dirt, etc. off the iron and leaves you literally a stuck together hunk of semi ferrous material.
Granted this was some of THE most pure iron, the stages to turn this ****e into actual, workable iron took AGES, and it really wasn't until the vikings established stable trade routes that they would simply trade for either mined ore or pre-made iron bars (that leads into the Ulfhbert swords but that's not for now).
I know that harvesting bog iron is going to be a ***** to code, so maybe create a field of small ore that deplete easy, and "regrow" slowly, it'd help hinder the flow of viking viking arms and armor by far (you'd also need to modify the crafting recipes a bit for the viking armor and helmets so it doesn't take iron ore). It might take a bit to code, and not be uploaded for a while on to the scene but it'd go a looooong way in "nerfing" the vikings.