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Falkeep

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Falkeep last won the day on June 7 2020

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  1. Another diplomacy option, you should be able to demand that a kingdom stop attacking and/or make peace with another kingdom. Especially if the attacked kingdom comes and asks you for help. Whether or not the attacking kingdom listens to you is an indication of your power or the respect you command. Or, maybe you threaten war to defend the attacked nation. This can be grounds to demand that the kingdom that is asking you for help submit to you as a Vassal.
  2. You could create a goal for Wales. If the Welsh capture all of what is considered England, then they get rewarded for restoring the Briton to the Welsh, and the King gets the title of King of the Britons.
  3. Actually, there is one other thing. I have mentioned before about having advisors who actually give you advice. I would like to see Marshals, as they get more experienced, be able to let you know how their army can be better constructed to better utilize available units, especially if you can specialize what a Marshal is used for (as I suggest above). For example, I want one Marshal to be all cavalry as a quick response unit, maybe for crushing rebels. Should I use the same type of unit in all slots? Should I use all heavy or all light cav? What about horse archers or steppe cavalry? Experien
  4. Well, I just finished a game I played all the way through to conquering every last territory. When it was done... poof, it's over. No chance to look over the board, no score or Hall of Fame or anything to commemorate it, nothing. It made it very unsatisfying. So, a few other things. I would like to be able to exchange units between Marshals, in case I have one who can get his to veteran status quickly and I want to spread the wealth, so to speak, or if I want to change the focus of a Marshal, etc. BTW, I had one where I had a Marshal with all veteran units. He got called to lead a Crusade
  5. Currently, each Marshal has 6 slots in which to specific and develop a set of skills. I would like to propose that this be changed to 9 slots. The additional 3 slots, however, would be restricted as far as what can be assigned to them. The first slot would be for the primary type of specialist they are (siege master, rebel crusher, conqueror, etc.), the second slot would be the type of unit they specialize with (infantry, cavalry, archers, ships, etc.), and the third slot would be the type of weapon they would specialize in (sword, axe, bow, etc.). These specialist options would be removed fro
  6. I would like the game to tell me when and why I lose kingdom power points, especially if I go down several points once. How are we supposed to know what we have done wrong so that we can do better?
  7. I would like to see something that helps me gauge the passage of time in game. Even if it is just a simple calendar that says something like "year __, day __". Also, when I tell a general to go to a certain location, I would like an estimation of how long it will take in game. Please give us something that helps us process time in game.
  8. I have had games where I am told that the heir is "middle-aged" when he takes the throne, so I can at least accept that he doesn't have kids before he is too told. The problem is that all too often, including in the game I am working through now, my heir is "very young" when he becomes king. So, in the time it takes for him to get from "very young" to "venerable" it makes no sense that he has not had any children. I know some people like to have "iron man" modes or play at "very hard" settings, like it means something about them, but I am not one of those people. I do not ever play my games wi
  9. Since I don't know the game mechanics this might already be taken into account but trading between countries should be more lucrative for countries with rare commodities (like clothes) or ones in which they are literally the only kingdom on the map to have (as it is in the game I'm currently playing with illustrated books). Also, shouldn't nations that have exotic resources, like spices, be able to make even more money trading them with nations that don't have them? And could the rarity of commodities be grounds for one nation to attack another? And, should the amount of trade made by a countr
  10. Since I don't know the game mechanics this might already be taken into account but trading between countries should be more lucrative for countries with rare commodities (like clothes), cornered commodities as they get bigger, or ones in which they are literally the only kingdom on the map to have (as it is in the game I'm currently playing with illustrated books). Also, shouldn't nations that have exotic resources, like spices, be able to make even more money trading them with nations that don't have them? And could the rarity of commodities be grounds for one nation to attack another? And, s
  11. If you are keeping the idea of the largest nations voting for an Emperor you need to change it so that it makes sense and actually serves a purpose. Each nation that gets to vote, and the two candidates, should each cast a number of votes equal to the number of territories they control. In addition, there should be political maneuvering... campaigning, bribing, making promises to the electors to try to gain their votes, although the actual voting should be in secret so that, unless a candidates gets no votes but were promised support, neither candidate would actually know who did or did not vo
  12. It makes no sense that a territory that has shores on more than one body of water only have a port on one of those shores. This would apply to peninsulas like Jutland, Brittany, Cornwall, Italy, as well as pretty much all of upper Britain, maybe some islands, like Sicily, Sardinia, Corsica, Crete, etc.. There is no way that any such territory would have a leader who would not make access to both bodies of water on either side a priority, if not for the fishing then to be able to chase an escaping enemy as quickly as possible. Also, is there some reason(s) that Friesland, Mecklenburg, Andalusia
  13. Marshall skills could have "natural" development (i.e. -- things you get better at simply by doing them), educational development (things you learn from books) and combinations of the two. "naturally improving" skills would be skills that could be improved by doing things, even just marching your units around or between locations if there is no fighting. Some of these could include endurance, marching speed, fortifying camps, siege camps, logistics, weapons training, etc. Skills that could be improved by learning (books) or by either/and practice could include engineering, healing, strate
  14. I would like to have a way to skip from one territory screen to another to allow me to easily and quickly evaluate my territories. I would also like to be able to pull the camera back and look at the main map in larger sections. It takes a lot of time to identify things in specific territories, like rebels and invaders because we can only a very small section of the map at any single time.
  15. Regarding diplomacy and vassalage, in between a non-aggression treaty and alliance should be a "mutual defense treaty." Under an MDT, you would not be obligated to join them in a war they start but would be obligated to come to their defense if they are attacked. Also, vassalage should come with more obligations on the part of the dominant nation, at least a MDT, but also assistance if they need financial support or if they have a lot of rebels and plunderers that they can't get under control. A feudal relationship, while putting most of the burden on the subservient member, but works both way
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