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Michael Gladius

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Michael Gladius last won the day on September 22

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  1. In the original game the battle maps were very pretty, and I'd like to propose two upgrades: denser terrain and seasonal terrain. The first one is necessary because most battles were not fought in a featureless field. They were fought in dense agricultural terrain: pastures, orchards, crop fields, etc. Most of the flat land in the middle ages was cultivated, so the empty battlefields seen in movies were few and far between. Agricultural terrain (both fields and villages) offers a lot of terrain masking benefits, and can provide cover for ambushes. Seasonal terrain is al
  2. Historically, armies on the marched in a column, and deployed into lines only when battle was imminent. In the first game, armies march as a jumbled mob and their deployment at the start of battle is highly random. I'd like to suggest an intuitive fix. When an army is in camp (not in town), the player would be given the ability to select it and decide the order of march. This is a simple "1st, 2nd, 3rd" choice, but when the battle screen begins the troops will be arrayed in that order, one behind the other, allowing players some control over where their units are at the start of ba
  3. Nope. Heavy armor for infantry is necessary even with shields (only at the end of the middle ages do we see armor allowing men to fight without shields). Arrows, glancing attacks, and a hundred other things can injure a guy in battle. The point is to escape with no injuries.
  4. Big battles should be more like a deck-building experience (same as the royal court). If my good soldiers are limited in numbers, then I won't use them as aggressively. In the original game, I could easily mobilize bigger armies than Napoleon in Russia and could replace them without disrupting my economy. I'd be ok with preventing knights from re-mounting once they're on foot. Plenty of historical battles where they did, and stayed on foot until the pursuit.
  5. In most wars, battles are a test of nerves. Unlike in films, where armies fight to extinction like the Japanese in Iwo Jima, most battles historically were resolved by one side running away and the defeated army would often join their conquerors. 10% casualties were considered high, even as late as the 19th Century. So there needs to be an intimidation mechanic in-game. Charges were a common way to test the enemy's nerves, as most people prefer to be the hammer than the anvil. The best way to counter a charge was usually (no pun intended) to counter-charge, as it would force the ot
  6. I would pair it with an ABCD personnel system, so that only a fraction of the population can be knights in the first place. Medieval warfare was fought by small military castes, not mass mobilization. Hilly and forested terrain would also be terrible for cavalry maneuvers/charges. Obstacles like stakes/caltrops or circled wagons also thwarted cavalry action.
  7. In the DevDiary on religion, the developers mentioned that some buildings don't change when the religion of a province changes- namely, churches and mosques inside of towns/castles. This will result in stability problems and other forms of tension, but it'd be nice if there was a way to convert these as a deliberate (rather than automatic) effort. The Dome of the Rock and the Hagia Sophia are prime examples of churches converted into mosques, and many pagan shrines became churches in Europe.
  8. Yay! Most soldiers back in the day were taken prisoner rather than slaughtered to the last man, so this is a welcome addition.
  9. In most RTS games, units carry only one weapon, and no backup weapons, to create a rock-paper-scissors setup. Luckily, some RTS games have units which can toggle between weapons, and this ability should be introduced for all units. Spearmen and archers alike carried swords, axes, clubs, etc. because if the formation was broken, then the team-fighting weapons would be less useful in a pinch. Movies like to portray battles as being comprised of hundreds of duels, but IRL war is a team effort. For info-tainment:
  10. They rarely appeared and were ten times as expensive as organic troops.
  11. 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.
  12. 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.
  13. 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
  14. 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.
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