Undoubtedly.
I was an official beta from STW 1.0 to MI final... I've read something like 10 books on japanese history and warfare. I know what I am talking about. :)
You should tune up the number of kills required to achieve +1xp, increase the threshold at which units are autodisbanded after battle because of their losses (66% losses is a good figure imo) and work on a chain of buildings where the maximum starting xp level of a unit is a mere 2. The losses and slow replenishment will make sure high xp is very hard to achieve.As for the exp theme i indeed would prefer a file that can limit the exp gaining in the whole, so units can ie. get 5 or 6 points maximum. I'll search for a file. Otherwise if this is not possible, i think about it to limit the exp via buildings by 1 point for all building upgrades and technology. Also i might like to reduce the exp gaining via battle.
If you consider there's a cap in unit numbers, you can't really make do WITHOUT a depleted unit for long so you will undoubtedly risk them and, eventually, lose them.
The difficulty in reaching high xp for a unit is because when a crack unit loses men it's hard to replenish it with men of the same skill coming from other units. The CTL-M is mandatory for the player in your excellent mod but it doesn't take into account the XP of the units you are merging (so it mixes green with veterans). This however, still ensures at least one of the depleted units remains depleted and it, eventually will just die out sooner than the elite unit.
Be advised in your system the cavalry being so buffed has an easy time, especially because of easy routing troops, in gaining high xp. While battles last longer, I think the losses are extremely high because units are resilient in combat and stay on the field without routing for far too long. That's ALSO extra unneeded kills. Troops should rout sooner (or general call the retreat) and live to fight another day. Routing speed must be increased, that's a must so they can have a better chance to escape.
That happens because the AI doesn't really garrison its castles so it's relatively easy to conquer many many provinces with just one army even when it's not replenishing. Possible solutions are 1 extra garrison unit (but do reduce the numbers of the garrison bowmen because they are more numerous than field units), further reduction of land movement (slower movement means more time to defend but I don't really like this compromised alternative) or... just find a way to make the AI protect its borders and make more use of alliances. As shimazu I'm not going to attack Sagara if it's backed up by a strong clan like Mori that would destroy my trade routes with its navy.Well, 15 years is after all 60 turns, a lot happens there on such a small designed Japan map. I also would prefer a forth and back war of regions lost and won. That's a very hard part for a balancing job, you know.
Perhaps a good compromised may be achieved if the happiness level of a newly conquered region are low. This would force the AI to garrison new conquests much better which in turn makes it harder to lose the province. Shoni for example doesn't garrison Tsukushima, Hizen and Buzen at all. I actually almost never catch Sagara from Bungo... it's 10 times easier to conquer these 3 as they are undefended. If these problems are solved it will take much much longer than 15 yrs to have 5 or 6 clans on the map. ;)
Diplomacy is key here. minor clans should do the impossible to align to their more powerful and troublesome neighbors. The penalties for attacking an ally are extreme. This doesn't happen unfortunately. More vassals and more allies = longer campaigning.Now as i gave the major clans Oda, Shimazu (and also Mori) extraordinary support to keep them in the game, besides that other major clans have some extras as well, it is unlikely that minor factions can survive for longer than 15 years, i think so, even if diplomacy and CAI modding is done.
The situation with Oda/Tokugawa is probably the hardest one. However what we know now is the history that those winning factions did and they did it on the field of battle. A minor faction in this problematic period was impossible to be kept alive without being allied or vassalized by a stronger neighbor for their own interest. You never know when you can take your revenge against your lord or ally later on so it makes sense.What i did also via CAI modding is, that minor factions are more passive now ... more on the defense side of AI behaviour, while the playable major factions remain active but also i gave them more caution for defense. The non-playable "minor" factions are divided in two branches, the real "peaceful" factions and the in-between factions, the latter ones are still between passive and active. Actually it was my goal to get the playable major factions out of the looser-street, i believe i achieved that now.
I think as majors prioritize defense so you can make minors prioritize defence through alliances. As I mentioned, I am not going to attack Sagara even if I am 3 times stronger if it's allied to Mori. Sagara instead plays so peacefully the BEST I've seen it do is take Tsukushima (only to lose it a couple of rounds later). It's too static, impossible to survive like that and even a peaceful daimyo must have known there's no room for peace in the age of the country at war. Can you do something about minors allying? To the extent of being vassalized is not a bad idea.
With a static samurai cap number that's correct, you can basically field 3 maybe 4 armies but of course the more you have the less powerful they are so the bigger the reign the harder it is to properly defend it but there are seldom problems once you conquer a region. As I said in the previous feedback, Ashigaru are hands stripped off the economy. You don't need limiters here if the upkeep simulates the fact that men can't work the land because they are in the army, having many Ashigaru will cost you a fortune (and force you to loot more often or disband units). It's the ashigaru upkeep that must rise.As i'm a history addict to some degree, for me it is actually very important to have historical major clans in the game, which get the upperhand, in the best case it is an Oda-led "east alliance" vs. a Shimazu-led "west-alliance". But i also would not like it, if Oda and Shimazu can steamroll the map too easy, too quick ... 15 years with about 5-6 clans, well, at this year it should become slowly hard to have enough units for a faction to control the regions, as i limited the units quite strict, except for Yari Ashigaru, but also they will be empty some day. This is done by intention, so at one point in the game the remaining factions have issues to keep their regions properly controlled - i'm interested to see playtests, when this becomes relevant, maybe i shall limit Yari Ashigaru more?
Aggressive AI doesn't defend castles and often insurrections arise but according to me this parameter should rise a bit to contain fast expansions from the beginning to the end not just in the late game. The minors are so inactive that when a region revolts they don't even try to recapture it... and that's an easy one. I hope that changes... it takes but 2 regions to turn a minor into a major clan after all.Also i might like to include some tweaks which can decrease the repression rates (what i have done already here and there, maybe i need to increase late unrest factors), and rebellions occur eventually in the later game?
Diplomacy again is the key. You go vs Shimazu and you'll be at war with its allies. One region and even one clan eliminated as a threat don't ensure the final survival in the war. :)However, i'll tweak some codes, ie. i think i can nerf Oda and Shimazu and also Ikko Ikki unit abilities a bit now, have to look then that they still play well in the campaign.
Also i'll try to increase the help ally percentage, in the hope factions won't let their main settlement(s) alone to help an ally. The care for protecting settlements and regions is already tweaked a lot, more is hardly possible because it would go on the cost of army activity (attacking other regions) and i guess the AI behaviour is also somehow hardcoded in this regard, ie. i saw Shimazu very often letting their home capital unprotected (while facing Ito as neighbor with quite some units) although they should have enough money to recruit lots of units and keeping them in the castle, they didn't and lost it ... recently, i just found a workaround which ensures that Shimazu (and Oda) expand and can't loose their starting region in the 1st turns vs. AI enemies ... lol... i have beaten the damn S2 engine, or in other words the odd CA start-situation balance.
All right, keep up. I'll be waiting for your next versions. :)
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