I made a full rehasal of building orders, and altered cavalry yet again to some more uniform standards (which vary depending on faction and depiction, but anyway,:
The military reforms, I already outlined in the previous posts, and now are a bit refined by trial and error (custom battle comparation of battle efectiveness: heavy cavalry have 7+ charge, light cav 5-6, dragoons/horse archers, as they have no weapon, 3 as a "trampling bonus". Men at arms have around 1 defense, attack around 5-6. I suppressed the charge because they are not quite yet like no-dachi, but rather an inbetween "slow mowing" unit. I made two handed axe-sword units no-dachi like, with 3 charge, 7-8 melee, and varying ammounts on armor depending on the unit (gothic foot being the strongest, highlanders the lowest. For the record, you cant put 0 armor, it causes a crash). I also added a "muslim mercenary" to sicilians, which is a combination of Men-at-arms and compound bow, but with low defense -2, expensive, and not too good morale (they are mercenaries), and I want some "two handed" troop for the almohads, which as a counterpart lose naphta. Either that or halberdiers. I also tried two custom "Nizari" and "Granadian" factions, but I´ve left it aside for now because I had too many crashes, and I dont want to get around balancing them right now.
Now the building order/economy, heavily altered
Six farming improvements, which deal 140,200,260,320,380,440 income improvements. Last two need the compass. So do the last two merchant improvements.
Basic troop building thing: Blacksmith (as with the viking blacksmith, only I used the unused "Tavern" building because I had problems copying-pasting code). It requires farm level 2 and a castle, and it´s a prerrequisite for all other weapon manufactures (spears, swords, etc...). It also makes some basic units avaiable (vanilla spearmen, javelinmen, woodsmen and other "trash troops"), but for sergeants, men at arms, etc... you need the adequate smith.
The Royal Court line also needs some farming improvements. I´m thinking on restoring byzantine access to this building (at least low levels) and making the Pronoiai dependent on it.
Now, related to economy: I drastically reduced all farming incomes. Some noteworthy cases are Constantinople (which I left with a low farming income, even when upgraded, but with many trade goods, as to point out it´s "trade" roadway). Anatolia and Smyrna/Nicaea have a more decent (in the "reformed farmland" system I outlined) as they were prosperous as well (nothing out of the ordinary through. They have a slightly higher than average income, but their main advantage is that they start at level 4 of farm). I lowered castile's farm income, and removed trade goods, but added in it´s place gold (which is slightly enhaced), but the south remains economically rich (it was so historically, and muslims brought new farming techniques, whereas the north, barring mineral wealth, was not as profittable to invade-specially bearing in mind the rugged terrain favoring ambushes, and native hostility). Egypt keeps a large income because it was historicaly prosperous.
The reduction of farming incomes only makes sense, as with the new system there are more economic improvements, and furthermore, they will be built by the comp as the basic ones are needed for units. (I´ve tested this, and it does). This also slows early rushes, as barring some early more or less (faction dependant) developed provinces, which start with farm1 or 2 (more in some cases) the players (computer or human) have to develop what they conquer.
As for trade, I made some "trade routes", one "spice/cotton" route following Levant-Cyprus-Crete-Sicily-(Venice,Genova,otherports), and one "silk/dyes/gems" route, following Asia minor, Constantinople, Hungary, Venice, and the rest of Europe, and some minor ones. My theory is that this way trade routes are somewhat profittable, but not bloatish, and that real trade power comes from holding monopolies, which is very hard. Also, I wanted "island stranded factions" to have a chance to build an economic network. This would symbolize taxing all trade coming near the island to try to regain their position.
A not altogether too relevant note: I did manage to get the inn as a rebel only income generating thing, by making it produce a huge farming income. It does work, the rebels DO build it, but I´ve not seen it do anything beyond that. I want to keep an eye on rebelled developed provinces.
Balance testing system: I tested my modifications on building order, economy, and starting position, by running medieval on auto/godmode several times until year 1300, and observing the outcome:
I managed to outcast bloating for the most part, until at least year 1200, and now superpowers are not as "determined", meaning that whereas in some games Spain squikked the almohads, in others it got squikked in turn, and likewise for all factions (I saw French, German, and British Empires as well). Byzantium does have a tendence to become superpowerish, as well as Italy, but they are far later more unstable bloats than what I had seen until now. Italy can bloat onto the mediterranean, but it is still vulnerable on the mainland (in some games I saw it survive with scattered colonies around), and Byzantium has fallen to the Seljulks several times. Their survival is not ensured, nor is their bloating. The only one I´ve seen survive more often than most is Egypt. Which doesn´t bloat. I also increased the survival rate of the Golden Horde.
Factions do build advanced troops (specially Euro factions), in big ammounts, althrough they do produce a lot of trash, specially early in each era (this comes, I think, from homeland restrictions, as European factions, with no restriction to building, do produce more advanced troops (chivalric maa, heavy cav, etc...), than, for example, the Byzantines or the Egyptians. I attribute this to a computer preference for low tech approaches, and thus, spearmen and naphta taking the places which would have been for pronoiais. Thus, I see less of them. Psiloi, Skulkatoi, and Kontarakoi do parade around in significant numbers, through.
Right now I´m playing a "normal" game as Castile, and all seems to be allright
Cosmetically I changed "Byzantine Emperor" and "Emperor whoever" to "Romaion Autokrator" and "Autokrator Whoever", I left Holy Roman Emperor stand, but changed the "Emperor Conrad whatever" to "Kaiser Conrad whatever".
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