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Timerlane

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Posts posted by Timerlane

  1. Interesting...🤔 - the Crusades seem to be a topic that needs to be looked at from the dev team, as we all have a consensus on them.
    I've also suggested a similar option for the Crusades in my comment below the latest dev diary, alongside some other suggestions.

     

     

  2. Hi team,
    awesome changes and thank you for listening to the community. I am posting a couple of suggestions perhaps for future reference. It will be great if we can get a discussion going between the community and you guys on these:

    - 
    Historical Engagement -> the weight of the historical facts from my point are not enough. The pyramids and Mt Etna are a pretty nice touch, but I personally want to see a bit more. For instance, Rome with a non-touchable building (the Colosseum), Constantinople with Hague Sophia, Paris with Notre Dame... That will make those symbolic cities different from the rest. It‘s quite sad to start with Constantinople, which is completely empty in terms of building slots and they are no different than the rest.
    - The Capital -> The capital is the center of your empire, the cradle of culture and civilization. Yet again, the importance of your capital is somehow missing because you are not getting it noted or shown in any way. You don’t get benefits such as additional building or army slots. The only sign will be your king if you assign it to it, but this somehow remains unnoticed or without any value at all.
    - Cultural Buildings -> those are actually missing as a whole, and I am not referring to the Cathedral and the University. What I am talking about are other buildings like Libraries, Arena, Podium, Actors’ Guild, etc. There are no parks, gardens or fountains, which were also part of the cultural society and development of a city.
    - Speaking about Building Districts -> Selez has created an extremely interesting mod where Farming District is changed. He had added a totally new building called Watermill – simply genius, as this was highly used building in the Medieval Ages. What I would like to see is even further improvement. Maybe something like Cultivation, Water Lifting cranes, maybe Wells or perhaps shadoofs or qanats.
    - Military Building Districts -> I miss the fortifications from KoH1 :( It will be spectacular if we have Fortifications as an additional separate Building District as well. Towers, Gates, Moat, Drawbridge, Murder-Holes (if I am correct with the naming), Catapults on Towers, Balistas… a Citadel… all those that were available in KoH1. It was nice seeing them changing your entire castle’s look.
    - Family Utilisation -> all the princesses have skills (stars), but those are not usable. There should be a better application for them, not marriages only. For example, within your court an option to appoint your daughter as a queen? It may result in revolt or discontent, but there are exceptions like Elisabeth I or Catherine the Great. What about using them in the other’s court as well? Like promoting our religion or when a son is born from your princess to be educated in your culture/religion. For Muslim religion perhaps multiple marriages?...
    - Crusades, Jihad and Mercenaries -> I believe it will be more historically accurate if multiple factions and marshals join a crusade. Same for a Jihad. For mercenaries, it will be beneficial to have an additional option to support a revolt. Additionally, this can be a beneficial point for rebels as well, because I had a situation in which I am going into war towards a besieged castle from my supporters. When I attack, I am attacking the rebels instead of supporting them to conquer the castle…
    - Peace offerings -> it will be nice if it is given an option to make certain negotiations or demands when the opponent is asking for peace. Not just from my side, when I am asking for peace and demanding from the other side (i.e.) vassalage.
    - Summarised news -> worsen or improved relationship as an effect from a certain action… Wow, if you try to win the game through diplomacy manoeuvres, the amount of coming separate messages for positive/negative relations, is simply too much. It will be far much better, if they are all summed up in 1 single message as a list.
    - Formable nations -> this is the last one, I promise. Those special quests, for forming/uniting a nation, are piece of art. We are all trying them and it is (maybe) one of the most beloved actions from KoH1. I am delighted to have them in KoH2, but I would suggest a tiny change: adding the entire title, like “Empire” or “Union”, or “Commonwealth”, or “Khaganate”, etc. at the end. Not just Spain, Ireland, Armenia, Bulgaria or Serbia. It looks different, especially on the map, when you have fulfilled this sort of special quest and see the entire name written😊 It brings this small measure of satisfaction and also acknowledgement.
    p.s. Please add more! 😊 We miss Unite Germany, Scotland, France, etc. 😉

    • Like 1
  3. On 1/24/2023 at 11:55 PM, ebearsson said:

    There is not enough historical/gameplay weight in elements throughout the game that should be moddable:

    1. Make cities moddable - cities are all alike, they need to be able to be modded to have unique buildings, either buildable only in a specific city like Constantinople or non-destructible in a city so the importance of taking certain cities is markedly and memorably higher than others.

    2. Make cultures moddable - faction differences are not pronounced, muslim factions need to be able to have multiple spouses, be able to have scripted events like christians having heresy based rebellions and unrest different from the paganism spreading, heresies should be moddable to be an influence bridge between factions that is between religion and culture. Culture should affect combat given climate conditions.

    3. Make armies moddable - generals, even level 15 dont survive past a few battles, and units dont matter, an army lead by a talented leader should be able to survive in a somewhat good shape after ten and more battles, so unit experience begins to matter and you get attached to you army, general. Even more so for crusade moddability, multiple factions and generals should be able to join a crusade, or at least bolster it with money and units so the crusade is more impactful to the game as a whole, same for jihads.

    4. Make learning moddable - Marshals should only be able to progress in their leveling up only to a certain point with books, after which the system from KoH1 should apply, allow modders to add skills modifying temporarily the map like making temporary camps, harassment/delay fortifications, bridges. Knights should be able to be moddable to gain skills based on successes/failures be it marshals improving an archery skill when winning many battles leading archers or clerics fulfilling missions.

    5. Make navigation moddable - mountains have to be able to slow armies, seasons need to affect armies, a modder should be able to restrict an army building ships to only shipyards to strengthen chokepoints like Gibraltar or the Bosphorus and to only building ships outside harbors if the general has the navigation skill at a certain level, a modder should be able to enforce river crossing penalties to armies in both battles around rivers and movement slowdown to enforce natural river boundaries.

    6. Make weather moddable - both cyclical seasonal weather, scriptable weather events(diseases?) and regional weather should be able to be modded to affect building outputs (eg. farms in Sweden), armies and battles.

    Totally agree - the historical weight needs to be heavily touched. For this reason totally support those 6 points.

    To add some additional aspects on:
    1) Make cities moddable - I actually miss having the opportunity to modify the city defenses. Specifically, the towers, catapults, gate cauldrons, etc. Also, indeed cities like Constantinople, Rome, etc must always have certain type of buildings that are undestructable, like cathedrals, universities, etc. Thats what makes them special to conquer as well.
    4) Make learning moddable - this suggestion would be highly valued not only for marshals, but for the other types as well. Imagine we have a cleric that converted 3 or more provinces to your religion - he should be a prime candidate for a Pope or a Merchant with expeditions to have the possibility to add estate or something that adds additional bonuses to the province.
    6) Make weather moddable - having multiple resources or farms in certain regions like Sahara or Scandinavia is unrealistic. There should be boundaries there that will make you conquer new lands, just like the Vikings raided the south and the Arabs Europe. 

    Some additional points:
    7) Upgradable units - units that are already purchased and are Light, would be nice if they can be upgraded to Heavy.
    8. Summarised news - worsen or improved relationship as an effect from a certain action, is coming up as separate messages. It will be better if they are summed up in 1 message
    9) Peace offerings - it will be nice if it is given an option to make certain negotiations or demands when the opponent is asking for peace

    Other than that... Love the game

    • Like 1
  4. The expansion of the map might be a point for later expansions of the game - it will surely be nice to have medieval China or perhaps the Aztecs, but that will require more effort from the dev team, which at the current time may not be the best option 

    • Like 1
  5. Very good point! To be honest, I did not think about this till I saw the thread. KoH has always been a game where diversity plays a central role. Might be a good idea to check for other similar situations - I am sure the dev team will take notice, plus we (the fans) can assist in this as well

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  6. Finally the topic I was most interested in 😉

    Everything seems very promising, but I still don’t see a major point here - the Capital.
     

    The capital is the center of your empire, the cradle of culture and civilization. As such, it has be allowed to have an additional slot for building or special slot of building. Something special, something unique (like i.e. the Coliseum in Rome, Hague Sophia in Constantinople, etc)... A building that will give you advantage when the empire is getting larger and larger.

    Speaking about getting a larger empire - how is this going to be reflected in the center of your empire? We all know that Rome was influenced from the resources coming from all points of the empire. Is the capital (if such) will benefit from the expansion of the empire? Consequently “damaged” from losing territory?
     

    The topic of the Capital can be expanded further - i.e. when the king dies, a new capital can be chosen as seat of the empire. By that way the game will provide something which no other game has provided so far. Imagine that you conquer a capital from another empire bigger than yours or central on the map, then you can set it as a new Capital of your empire. 
     

    How about the smaller settlements? Any possibility for the player to make upgrades? Not something major, but small adjustments - i.e. crop farms to have upgrade for watering system, religious places for building a protective tower or expand the settlement to cloister, monastery?

     

    Last point, already mentioned in the other comments: some cities must have fixed buildings. This was one of the aspects which were bothering me in KoH1 - you conquer Rome, the seat of the Pope and there is not even a church. Certain buildings for certain cities need to be fixed in order to present incentive to conquer them (just brainstorming here, but perhaps ask if this building should be destroyed once the city is taken?)

     

    Please treat the settlements and cities topic carefully - it’s the core that can create variation for late-game. It should not remain static once you are on quest of conquering the world with your army.

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