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Iskar

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Iskar last won the day on March 21 2023

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  1. You can just cancel his action by clicking the reddish hand icon that shows up when you hover over the bolster-culture-icon in his character action menu. Notice you will probably see two bolster-culture-icons in his action menu. One on the upper level where current actions and statuses are shown (that is where the hand-icon should show up) and one in the lower level menu where you generally choose new actions (you won't find the hand icon for stopping the action there!).
  2. 33) Make the keeps in the centre of town mountable by troops as they were in KoH1. That would add another layer of tactics to town battles and serve as a last stand for defenders. It should be relatively(?) easy to trigger the AI to retreat to the keep once balance of power passes a certain value. 34) Add keeps similar to the ones in the town centre to battle maps for the assault/defense on castles. It is rather counterimmersive that these battles take place on plain field and the castle supposedly under attack is nowhere to be seen (even though its garrison made it to the battle) 35) Make battles on river crossings actually have a river cutting through the map. It need not be the river battle mechanics from KoH1, because the enemy would probably be way to vulnerable on those tiny rafts, but some topographic impact of the river should be there. 36) Make battle maps for mountain passes much narrower. There's a reason people often used these to hold back a superior advancing force.
  3. 32) Add a different court structure for republics and knighthood orders: instead of a royal family you get a "Senate" (for republics) or a "Chapter" (for orders) from which you can recruit knights and from whom the next leader is elected upon death of the current one (orders) or after a fixed period of time (republics). As a consequence these factions would not have to bother with succession, but could in turn have to obey decisions/vetoes from their senate/chapter in questions of war and peace. The underlying mechanic would be similar to the papal states' court mechanics, I imagine.
  4. Alliances only exist in the context of wars against a common enemy. In diplomacy under "Offer" you can offer to support another kingdom in a war of theirs, becoming their ally. And vice versa if they offer you their support in one of your wars (or if you demand it via diplomacy). Factions fighting alongside each other in a war cannot declare war on each other and any pacts (defensive, offensive) they may have against each other are dormant for the duration of the alliance. It ends, when the war against the common enemy ends.
  5. 31) Review the map placement of Newcastle. According to locals it is way off and should be closer to the eastern coast than the western.
  6. 30) Add a small passive chance to churches/masjids to convert their province to your religion, and a small chance to cathedrals/mosques to do the same for adjacent provinces. The feature could be tied to another improvement (Pulpit/Minbar for church/masjid and Itinerant Preachers for Cathedral/Mosque). This would somewhat counter the otherwise uncontrolled auto-spreading of paganism, because the AI is largely incapable of reconverting their provinces. It is also inconsistent that only paganism spreads by itself.
  7. Crossing other people's land only incurs a temporary diplomatic penalty. It reverts as soon as your troops leave their land again, so you can safely take the land route without permanently angering half the world.
  8. 28) Introduce an HRE mechanic: First Emperor is the king of the Germany faction First 7 Electors are chosen by historical accuracy as far as possible. A catholic non-elector faction destroying an elector faction becomes elector. Electorship can also be demanded as part of peace talks. If an elector faction vanishes without clear successor a random catholic faction with high fame is chosen. Whenever the Emperor dies, the seven electors cast their votes between the previous emperor faction and the other catholic faction with the highest fame. Electoral votes are by default allocated by relation, tie breaker military might and geographical distance, but can also be demanded/offered in diplomacy. Emperor gets a small bonus to their army sizes (Imperial Levies) a small malus to income (Imperial Bureacracy), a small bonus to stability (Imperial Authority) and the action to call an Imperial War, akin to a jihad but restricted to the electors being called to war. Calling an Imperial War comes with no opinion penalties (emperor leading a "bellum iustum"), but costs 1000 piety and a lot of money (scaled by empire size) and has a cooldown. 29) Add a random opportunity to diplomats to "Call a just war" in the medieval sense of a bellum iustum against a faction with negative relation, which comes with no diplomatic or opinion or authority penalties, regardless of pacts, but costs a lot of books and piety.
  9. I think using town guards as mobile defense would be overpowered (especially against AI) and I actually do like the fact that one cannot just shove around land as if it was a mere commodity. In a pre-Westphalia setting personal allegiance was more important than territorial overlordship, and I think it should remain that way in the game. Fully agree with the first three and incorporating them here together with some additions from the steam discussion: Alternative suggestion 4) Add an option to the Pope (if he's in your court) to "Send Legate". Effect: Pope is replaced by a special cleric with weaker versions of the "Call Crusade" and "Excommunicate" actions (cost money and piety, 75% chance), but otherwise the same functions as ordinary clerics. Marshals can no longer "Lead Crusade", however. The random automatic conversions to Catholicism can stay, though, as they aren't overpowered but add some nice flavour. 17) A faction getting destroyed because loyalist rebels make away with their last province(s) should not count as actively destroying that faction. For instance I got diplomatic penalties because loyalists killed one of my vassals and then joined me - something that I couldn't even have prevented. 18) [by gogglemetzitzah] A place to see all available upgrades that increase the stats of a particular army unit. For example, when I hover over any Calvary unit, I'd like a list to popup showing what upgrade goods there are that can buff these like Trained Horses and Warhorses, with it either being white for showing I have it, grayed out if I don't but can get it, or red if I don't have it and can't get it, much like the Kingdom Advantages page shows. 19) [by Ajukreyzi] Reduce time for troops "getting ready to fight" in autocalc battles. 20) [by Ajukreyzi] Make running out of army supplys much more of an issue. 21) [by Ajukreyzi] Split africa into many more smaller provinces to make it more playable. Same for eastern europe. 22) [by FistoChat] add a genealogic tree 23) Add a bonus to Trebuchets reducing siege time OR allow immediate siege attacks with Trebuchets in your army. 24) [by obione69] Enable liberating conquered cities as vassals 25) [by obione69] Enable pillaging conquered cities without occupying them 26) [by obione69] Enable bombards as siege engines in the late period. (Similar to catapults with added bonus against siege engines and some more attack against buildings) 27) [by obione69] Add basic commands to mercenaries, like "Defend <own province>", "Attack <enemy province>", "Follow <own army>".
  10. While playing I chanced upon things I would think natural and/or worthwhile additions to the game. Most are rather minor but would add functionality and flavour, I think. Allow deals (coupled demands and offers) for players in diplomacy Enable Vassalisation as demand in diplomacy outside of peace talks, but only coupled with offers of land Introduce Casus Belli, where certain circumstances negate opinion penalties upon declaring war. (Like, catching a spy or someone declaring war on your vassal) Let the Pope govern a town if he is in your court. Nominally he could "send a legate". Otherwise the wasted knight slot is a bit too much of a disadvantage. Make children age at the same pace as kings. Currently they age much faster if the slow-aging option is selected for kings. Add opportunities for diplomats (like e.g. "Mend relations" for a large one-off bonus with a rival/threat, or "Mediate" for a relation boost between two of your friends that have bad relations) Add an action "Lift Excommunication" to the Pope, when he's in your court. Add a cleric opportunity "Reconcile Kingdom" to lift excommunications. Add an improvement ("Raider Fleet"?) to the pirate haven that reduces the travel speed of enemy vessels in adjacent sea regions (analogous to watchtowers on land). Change the effect of the "Religious Mission" from a one-off piety bonus to an increase of the piety income for a certain time. Once you've reached ~100 piety income, the missions need to be crazy well timed to be of any use, as piety is hard capped at 1000. For battles that happen in the attrition radius of a friendly castle or town, allow calling the castle/town garrison as reinforcements. Make "Demand Assistance" of attacked vassals something the liege cannot deny without losing crown authority and/or the vassal itself. Add "Demand Support" with options "Troops" and "Scutage" for liegelords in wars, as it was the duty of vassals to provide military services (or pay scutage instead). "Troops" should spawn a free-of-charge mercenary army in the service of the liegelord, that simply despawns after some time (can otherwise function like ordinary mercs) Add a way for liegelords to enforce peace between warring vassals. Allow the Pope to issue an "Interdict" against factions that annoy him instead of directly jumping to excommunication. Interdicts were an intermediate level of escalation that forbade the celebrating of the mass. Effect: Negates (or halves?) piety income while active Add "Conclave Votes" under "Demand..." in diplomacy for factions that have cardinals, to ask them to vote for your cardinal in the next conclave. (And vice versa under "Offer..." for your own votes.)
  11. I encountered the same rumour, when I sent a spy to a small two-province-country. I'd wager the rumour is based on current fame growth rate, which is naturally higher in the lower ranges, because 10 -> 20 is a 100% increase while 1000 -> 1010 is a measly 1%. Easy fix would be to include a further condition for the rumour to trigger, like "absolute fame >= 2/3 of lowest fame of a current great power".
  12. You get to choose the education when they are born. However, if your previous king died so late that your current king was already middle aged upon coronation they tend to have un-notified children, which will by default have the same specialisation as their father, so you can end up with four spy-sons of your spy-king.
  13. Even better would be the possibility to tie offers and demands together to a deal, instead of launching demands and hoping the AI makes the right counteroffer.
  14. I see the "as designed" tag on this thread. Does that mean it is intended that the patriarch cannot be removed from court? What if I don't want to use any clerics at all? It would be rather deplorable if the game forced you to have him in your court forever.
  15. Once you choose one of your clerics as ecumenical patriarch he can no longer be dismissed and is stuck in your court. Even when he dies his successor automatically takes up his slot. It should be possible to dismiss (not exile!) the ecumenical patriarch to go back to idling in his palace in Constantinople while you can use the cleric of your choosing.
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