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Michael Gladius

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Michael Gladius last won the day on February 21

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  1. In the first game, there were basic, unarmored spearmen (including local variants like desert spearmen) and armored halberdiers. There was no middle option for heavy spearmen, even though heavy archers were available and two types of heavy spearmen (one by that name and the other was men-at-arms). The new game will need to include heavy spearmen since they certainly did exist.
  2. One of the big advantages of cavalry in the Middle Ages was that it was dual-purpose. Mounted men were useful in a ton of situations, but they could also dismount and fight on foot if the situation warranted it. Cavalry should have this ability in-game to increase their importance.
  3. In the base game, mercs were super-expensive, and only really useful for the nation-specific units. Otherwise, it was easier to just build an organic army. This is the inverse of history: standing armies were far more expensive than mercs. So how can this be reflected in a balanced manner? Simple: mercs are cheaper than their build-able counterparts, but have wages like marshals. IRL, mercenaries were very useful in the short-term, and typically jettisoned once the war was over. Having them cost wages like marshals would incentivize players to get rid of them in the long run. They additi
  4. In the first game, knights were randomly volunteered for crusades, and there was no way to come back a month later and say "yes." I'd like to propose that a mechanism be introduced to allow players to volunteer their marshals for crusades. I envision this being located in the same place where Orthodox churches can declare independence and Islam can call for jihad. The old game's "gift to the pope" option wasn't as useful by comparison.
  5. Within a province are a collection of farms, villages, minor castles, and monasteries. These should all be able to level up if the province is well-managed. Higher-level farms would obviously produce more food, but also introduce more population and eventually workers. Higher-level monasteries would provide more piety, books, and eventually workers. Higher-level towns would produce more manpower, workers, and wealth. And so on. The province features should all have unique icons to show what level they are at, both for ease of reference and aesthetics.
  6. In the first game, I could see all enemy units, even those behind hills. IRL, terrain masking is a huge advantage for surprising an enemy, and this should be present in battles. There could also be a skill for marshalls to increase their terrain masking, and thus be able to surprise an enemy more readily.
  7. Minor castles should play an important role in subduing a province. If I just seize the main town, and ignore the minor castles, then the minor castles should not automatically fall. Moreover, minor castles should be rallying points for loyalist rebel units.
  8. In the first game, many buildings were limited by their resource requirements. Cathedrals, in particular, needed to have three resources all present in the same province/city. For some advanced buildings, this makes sense. For others, like the cathedral and merchant guild, this makes less sense. The latter two buildings should be dependent on possessing resources, whether they are produced in that kingdom or imported. Those which fall into the latter category should appear on the map like minor castles, and be plunder-able.
  9. In the original game, manpower was pretty straightforward. However, in the Middle Ages there were noticeable quality differences between classes of men at war, and this should be a factor in building armies. The crusader states, for example, had plenty of population but only a few hundred knights available at a time- the local Arab/Greek people were not very warlike, and thus couldn't be mass-mobilized like modern armies today. After Hattin, the Crusader states simply ran out of men. One way the first game tried to compensate was by having 3 tiers of unit types (Kingdom units, local units
  10. True, but most deckbuilding games have tokens to avoid it getting too simplistic. Think of minors as the game's tokens, and the majors as the actual cards.
  11. Shield walls have vulnerable flanks which can be attacked by fast-moving units. Phalanxes became more common as the middle ages went on, and the Swiss pike blocks were a major player on the battlefield. Square formations are less useful against infantry, but invaluable against cavalry. They were finally driven off the battlefield by cannons.
  12. I don't like all-or-nothing choices, particularly in a Medieval game. In that time, power and sovereignty were highly decentralized, and centralized control was really more of a post-Medieval/early Renaissance thing. Having a Royal court, which has all sorts of bonuses, feels incomplete without the ability to assign lower nobility to govern an unimportant city and increase its revenues. Remember: the minor governors can't use or learn abilities like the royal court can.
  13. In the original game, there were only formations, although they could be spread out or condensed. I'd like to propose a list of new formations. Not every unit would be able to use them, and this will give some flavor to elite units. Line, Square, Wedge- unchanged Shield Wall- this would be a modified line that has a stronger defense and resistance to arrows, in exchange for a slower speed. Phalanx- This would be a modified box formation with similar enhancements and penalties as the shield wall. Schiltron- This would be a circular formation with
  14. Right now, the ability to assign governors is limited by the size of the royal court. This means, if I have 12 provinces then I can't fill them all. I'd like to propose a minor class that would be weaker than the royal court, but still useful. Minor governors Minor governors are, as the name suggests, designed to be governors of provinces. They are solely meant to increase production, but are not as efficient as royal court members. They would not be able to level up, but would instead rely entirely on the bonuses of the kingdom's traditions. There would also be no marshals av
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