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Lighthope

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Posts posted by Lighthope

  1. 3 hours ago, RTSfanatic said:

    Hate that I can only have 4 children. In a game like this I like to hold on to my royal line as long as possible.

    I think four children is fine.  The whole idea is to sometimes run the risk of losing your king and getting one of your knights promoted.  If you could breed like rabbits, that limits the risk too much.

    Besides, this isn't really a generational game.  That's Crusader Kings.

    3 hours ago, RTSfanatic said:

    Finding a spouse in the later game is also to much of a hassle. 

    It's always a hassle.  But again, limited children.  So not surprising.  At least your king will usually find a mate on his own if necessary.

    • Like 2
  2. 1 minute ago, Solstice47 said:

    I don't agree with you, from your point of view, you take the worst case scenario, if a player wants to throw the game, he will find a way to do so. The only way that the player could control the army, would be in the manual battle, no in the campaign map. In the manual battle, the player choosing to complete a manual battle, is the one in control on the location and time the battle is completed, not the enemy player. It could happen, but the likelihood of it happening is extremely low.

    It would be boring, this is why the option of gifting an unit would be there.

    Why would you not want to gift an unit, like I said I play with my brother, if you play with randoms, it would not be the best case scenario, this is why there would be an option to allow manual battle or not in the multiplayer lobby. And if you play with friends/family, why would you only give peasants to them, you could share and play as a team in your own army. He/she could control the cavalry, while the other control the infantry, same thing with archers. 

    You say that the chance of your opponent throwing the game is extremely low, but then you present a scenario that doesn't happen often either and includes actions that throw the game.  (Gifting good units to an opponent.)

    1 minute ago, Solstice47 said:

    And it is sure workable Total warhammer did it, and its great. 

    Never played Total War: Warhammer, so don't know how it does work in all that.

  3. 8 minutes ago, Solstice47 said:

    Well what about giving the other player the computer army?

    Not a good idea.  Perhaps the other player wants that country to lose his army so he can move in and sweep up uncontested.

    9 minutes ago, Solstice47 said:

    Or could be allow but the other player could spectacle the game.

    That would be boring.

    9 minutes ago, Solstice47 said:

    As for the gifting, unit, I do not see the down side of it. Maybe I did not explain my point correctly. What I mean is that if I have 8 infantry unit in my army, I, as the leader of the army, could gift 4 of my infantry unit to the other player, so that they can play as well in the manual battle. The numerical superiority would not change at all, as the units are already there in my army.

    Why would you want to do that?  That is the whole point of building an army better than your opponent.

    Even if we take your idea, what units would you "gift"?  The peasant ones while you keep the Tier 2 units?

    I get the motivation behind your idea.  It's just unworkable in this type of game.

  4. 16 minutes ago, Solstice47 said:

    I have been playing with my brother in a co-op campaign, we were disappointed to find there was no way to complete a "manual" battle, where our armies could be controlled. 

    The problem with that is how do you stop the game for the other players while the two combatants fight it out?

    Unfortunately, it is unworkable with mutliplayer unless you limit it to just two players.

    17 minutes ago, Solstice47 said:

    If a player would launch a manual battle, then the other players could be gifted units to join in

    Absolutely not. Defeats the whole purpose of having to raise armies as well as numerical superiority.

    • Like 1
  5. 25 minutes ago, kombattriarii said:

    also when a knight gets called on a crusade. this can make the cost of a crusade well over 12k gold...

    Yeah, just ignore those calls.  The worst that will happen is your clerics will drop a few points.  I don't even recall if you get a drop in relations with the Papal States.

    Honestly, there is very little benefit to remaining a good Catholic.  If you get excommunicated, you suffer a small moral drop to your army and that is it.  (If there is more, I don't remember.)

    Compare that to being a good Catholic with constant demands for money from the Papal States and wanting you to waste an army to go on crusades.

    I just ignore everything the pope demands, and if he excommunicates me, ignore that too.  It's never been a problem.

  6. 1 hour ago, kombattriarii said:

    when your king dies his army goes into a mercenary state costing gold to rehire. can we get a change so if a marshal dies of old age the army is free to rehire? this is super crippling.

    I remember them talking about this, but don't remember what was said.

    I agree, it's annoying.

    Workaround is you move your army into a town.  Meaning put them into the towns defender slots.  Do this when your king is venerable.  When he dies, hire a new marshal and then go back and get your army for free.

  7. 16 minutes ago, zlatky said:

    ...So, any *SOLID* advise on HOW EXACTLY to create-sustain a large army (in like "step 1:.. / step 2:..." etc) early on?

    To sustain a large army, you're going to need food.  Otherwise you'll be penalized.

    Gold is needed to recruit, but not to maintain an army.  Though you'll need gold to replenish losses.

    Levies, as you have discovered, are needed to recruit.

    Different classes of soldier require different amounts of each. At the beginning of a game, you'll have either a peasant army or one made of Tier 1 soldiers.  (Or a mix.)

    So, depending on how aggressive you want to be will dictate what you will do.

    Different towns have different resources.  No reason to build a farm when a town won't support it.

    Extremely important!!!!!  Be sure to have governors in your towns.  There is a ridiculously massive penalty to production in non-governed towns.  This takes a bit of getting used to, but it isn't as crippling as it seems.  And make sure the right class is governing the right town.  Clerics govern towns that you want to provide books and  piety from.  Merchants govern towns that you want to make gold from.  Marshals govern towns that you want to use as army recruitment.

    16 minutes ago, zlatky said:

    And after that HOW can we summon ALL of our armies if we wanna defend our kingdom (or even start on offensive war)? Is that even possible at this point of the game?

    You can't "summon" all your armies. That is Crusader Kings thinking.

    You simply move your army to where you want them to be.  Your army is either on the map or in a city.  Think Total War rather than Crusader Kings.

    16 minutes ago, zlatky said:

    ...Apparently, we need to first build our economy / food supply, right? This take some time obviously. Do we need to prioritize having a lot of merchant advisors at first just so to facilitate a strong economy, or is this irrelevant?...

    Gold is your priority.  Levies to build an army.  And food.  You can live without piety.  Books are needed to advance the level of your knights.  Do that quickly. The AI will.

    16 minutes ago, zlatky said:

    ...At game start I also tend to send my diplomat and merchant advisors to the nearest "big" Kingdom so as to strike good trade deals AND befriend them. However, im not quite sure how many advisors are we supposed to be having overall, and how many of each type too. 1 of each? More merchant ones?...

    Don't waste your time with Diplomats at the beginning of the game.  Not on easy levels anyway.  Those are more useful later on.

    At the very beginning of a game, I usually run four merchants or five merchants to get the gold coming in.  After I get my army going, I'll start swapping out merchants for marshals.  You can wait on spies.  Diplomats..........not on easy difficulties. You'll need one near the beginning in the harder modes.

     

    16 minutes ago, zlatky said:

    ...Also: Do we need 1 farm on every city, or not? And how can we plan on having a 100% food income sufficiency?...

    No.  Remember, don't bother with farms if the city can't support it.

    You'll get 100% food efficiency by properly planning your cities.

    16 minutes ago, zlatky said:

    ...Moreover: I tend to build barracks near the borders of neighboring Kingdoms that I plan to attack in the future. Is this a good idea, or is it irrelevant and should be building those only on cities with iron ore deposits?

    Resources are shared, so don't worry about having to build a barracks in certain cities.  If one city you own has iron, all cities have access to it.

    All that should get you started.

    • Like 1
  8. 2 hours ago, Kenzo said:

    Compared to the neat, clean game play and setting of KOH I, KOH II is a mess of unnecessary details and weirdly designed interface. I'm totally disappointed after long time of waiting to play this game in multiplayer mode. Barely can I find something positive to write about.

    After playing the first one, the new interface takes a bit of getting used to.  But it is familiar enough that the learning process is quick.

    The game is rife with tooltips to help.

    • Like 2
  9. 26 minutes ago, zlatky said:

    How come I can't raise more than a measly 200-300 men army?

    You can raise armies in the thousands.  You need both the levies and the population. If you try to recruit from a city that has no population, you aren't going to get anything out of them.

    28 minutes ago, zlatky said:

    Don't see HOW am I supposed to play this game under these conditions. The UI info is not well organized and is quite frustrating. Troops raising / armies forming need an overhaul tbh, having CK3's structure in mind (i..e.: each city contributes a diff amount of levies depending on the population and the relevant military upgrades on each city. The total number of troops of all cities are the Kingdom's Army, and should be summoned with the press of a button near a city of my choice)...

    You're too locked into "how CK does things".  This isn't CK.  Different game.  Different ways to present information. It's a learning process like any new game.

    29 minutes ago, zlatky said:

    ...Mercenary "bands" that randomly appear in our cities are a joke as well. We barely have the gold to buy even 1 (!!!) of the "offered" mercs, so wtf is the point of having them roaming about our Kingdom to begin with?...

    Mercenaries are expensive.  They always have been.  You either save the gold up or don't use them.  As your kingdom/economy expands, you'll find you'll have enough gold to do anything you want.

  10. 53 minutes ago, Olala said:

    Just bought the game on Steam. Downloaded installed and started the game. Keeps freezing then crashing during the load up. Always on ”Doublechecking all kingdom plans”. Pls help.

    You'll need to provide more information.  Read the post at this link, which will tell you what they need to be able to help you.

     

    • Like 1
  11. 6 hours ago, JCLDJB said:

    Never played the first, but I'm excited for release!

    Anyone can tell if there are any similarities between KOH2 and LORT2 ?

    I've played all three Lords of the Realm games.  (Don't let's talk about the travesty that was LotR3!)

    KoH2 is to LotR2 like KoH1 was to LorR1.  If you saw similarities between the first group, you'll see similarities between the second group.

  12. 30 minutes ago, bilbobaggins said:

    I think it should be a rare occurrence. Perhaps a trait could allow certain Imams or priests to debate, and when two opposing beliefs have a charector in the same providence with those traits, they could agree to debate. 

    I don't see that happening.  That's too much minute detail for something that yields little reward for a lot of programming.

    • Like 1
  13. 12 minutes ago, bilbobaggins said:

    For conversion correct? It is not the conversion that i am asking for but the method. It could add another layer/method to the conversion process. 

    I think I know what you're suggesting. I guess I could go along with it. Just like other events that pop up from time to time.

    • Haha 1
  14. 11 minutes ago, bilbobaggins said:

    Yeah, that is what I am saying. So they would be sainted after the death of your agent so the boost would come later. 

    I don't think the developers would want to invest the programming time into a boost of piety, which has to be coded to end at a certain point.

    How about your cleric dies, is named a Saint, and you get a one-off bonus of piety?  Easier to programme, and a nice flavour-thing.

    I could go for that as part of a larger DLC.

    • Like 1
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