The army system needs to be overhauled

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Um no.

This is not how things worked “realistically” and never have. The issues came post fighting with logistical support causing issues if you took lands a ways off from your allies/nation, but very few castles were built as stop gaps to bar you from passing through the countryside. The 2nd Punic War and many of the crusades are famous examples of running amok in enemy territory, not just attacking the border.

Refining how this affects the income and upkeep would be a better approach, but to ensure an unpredictable enemy attack, and give incentive to “connect the dots” eventually.

But mystical force fields that prevent you from driving deep into opposing territory to lead an assault should not be added. The game’s current system causes most of these armies to break-up before they can do anything of merit if marching to far. A change does not need to be made to comply with players OCD of how they would like the map to look

Of course it has never worked like that. But it's much easier to do than to add working and feasible logistics, all the necessary systems involved in it, as well as an AI that can actually function with all of that. Why do an extraordinary amount of work, which you will surely agree this would be, if a simple message saying: "You deem sieging this castle/town at this time to be a bad idea as there are still enemy strongholds in your back which could be used to mount a counterattack at any minute and should as such be taken care of first." suffices ?
 
Of course it has never worked like that. But it's much easier to do than to add working and feasible logistics, all the necessary systems involved in it, as well as an AI that can actually function with all of that. Why do an extraordinary amount of work, which you will surely agree this would be, if a simple message saying: "You deem sieging this castle/town at this time to be a bad idea as there are still enemy strongholds in your back which could be used to mount a counterattack at any minute and should as such be taken care of first." suffices ?
I’m not sure it needs to be fixed firstly. Almost all instances of “island” fiefs have been remedied either by the one side taking it back, or the other taking things in the middle.

Villagers, if I’ve observed correctly, do have to make a journey to their nations town. If this not the case, it needs to be. Those extended trips should impact the growth of the village.

Some mild bonuses and de buffs are all you’d need to impact something logistically: +5% hearth growth if all surrounding fiefs are controlled by your nation. -5% hearth growth if no surrounding fiefs.

Between long trips by peasants getting clipped by enemies, a inherent slower growth impacting income, those Lords will have a harder time maintaining the “island fiefs”.

I do also feel that every nation should have built in “priority targets” of lands they want. This should control the growth and and spread of those nations a bit more naturally, but I have no idea how that code is written now and how it would impact their current decision making
 
I’m not sure it needs to be fixed firstly. Almost all instances of “island” fiefs have been remedied either by the one side taking it back, or the other taking things in the middle.

Villagers, if I’ve observed correctly, do have to make a journey to their nations town. If this not the case, it needs to be. Those extended trips should impact the growth of the village.

Some mild bonuses and de buffs are all you’d need to impact something logistically: +5% hearth growth if all surrounding fiefs are controlled by your nation. -5% hearth growth if no surrounding fiefs.

Between long trips by peasants getting clipped by enemies, a inherent slower growth impacting income, those Lords will have a harder time maintaining the “island fiefs”.

I do also feel that every nation should have built in “priority targets” of lands they want. This should control the growth and and spread of those nations a bit more naturally, but I have no idea how that code is written now and how it would impact their current decision making

Those priority targets do indeed have to be a thing. Not just for these purposes, but also if there's ever a deeper diplomacy systems with war goals or something.
 
I feel like castles are only useful for the player, playing as a independent clan. They are stepping stones in-between towns to put troops that you will then move into a town. They also can me make a soft target to detract from siege against your towns. But the AI just goes bananas and takes fiefs back and forth forever without doing things like this.

One thing I'd like is for castles to add some kind of auto calc bonus to nearby towns of the same faction, to make the town a harder target until the castles are taken. Of course they may have ot take it case by case as some town will have too much or too little benefit. It could also be stronger for some faction.

I think increased wage inside enemy territory would be good too. Not that the AI would care lol.
 
With the new systems, castles should be able to offer better security for their towns and more consistent loyalty as they have a far more personal relationship with their villages.

I don’t know if offering notables like towns would be appropriate, as they keeps for noble lords, but they could offer some unique missions and things.

It’s not particularly a bad thing that towns are where you are going to have a higher focus, where castles are stepping stones and soft money makers (it’s your choice if you spend that money of the Garrison mind you)
 
i think castles' garrisons should sally out to defend villages being raided or have the villagers take shelter in the castle when they get raided so their hearths wouldn't take a big hit.
or maybe both.
i think battles in general should be more focused around morale.
they need to have soldiers rout faster. and the routed soldiers should go to nearby friendly fiefs and wait for their lord or one of his clan members.
lords should retreat if they don't feel like they can win or when they see their soldiers' morale dropping in battle.
they should have the option to sacrifice a number of their soldiers so they can escape like the player can.
routing enemys and fleeing lords won't be given a disorganized state to facilitate their escape.
 
What HAS to happen i think is the heros need to be able to know how deep in friendly or enemy territory they are. As it stands, having kingdoms take cities or castles in the middle/far side of kingdoms doesnt make a whole lot of sense.

Even worse than not making sense, if it is handed to a lord and that is their only fief, they will likely defect to the opposition after some time because their settlement is surrounded by opposition.
 
Of course it has never worked like that. But it's much easier to do than to add working and feasible logistics, all the necessary systems involved in it, as well as an AI that can actually function with all of that. Why do an extraordinary amount of work, which you will surely agree this would be, if a simple message saying: "You deem sieging this castle/town at this time to be a bad idea as there are still enemy strongholds in your back which could be used to mount a counterattack at any minute and should as such be taken care of first." suffices ?

Why not just have those strongholds actually mount a counter-attack? The AI is already capable of gathering parties and prioritizing settlements for defense. It only needs to be able to take garrisons and convert them into an ad hoc mobile party that will try to defend other settlements.

Having mutually supporting garrisons would actually make castles relevant -- especially if it was paired with a big discount for garrisoned troops within -- in a way that wasn't a flypaper or stonewall mechanic.
 
Why not just have those strongholds actually mount a counter-attack? The AI is already capable of gathering parties and prioritizing settlements for defense. It only needs to be able to take garrisons and convert them into an ad hoc mobile party that will try to defend other settlements.

Having mutually supporting garrisons would actually make castles relevant -- especially if it was paired with a big discount for garrisoned troops within -- in a way that wasn't a flypaper or stonewall mechanic.
In the code their is a system (that's not used) that allows a local town/castle to call up the militia for defense. The now defunct "buy patrols) mod made use of the code I think. So it's something they intended at some point but never activated.
 
In the code their is a system (that's not used) that allows a local town/castle to call up the militia for defense. The now defunct "buy patrols) mod made use of the code I think. So it's something they intended at some point but never activated.

Oh yeah, I know.
 
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