realm56
06-09-2021, 05:44
Faction difficulty rating overhaul
The faction difficulty ratings in EBII look quite outdated for the most part and I want to address that as I have stated previously.
How will this overhaul be structured?
The difficulty will be split into several parts, each with specific judging criteria along with a final overall difficulty that takes all of these parts into account. Each part will be weighed differently in order to render judgement on the overall campaign difficulty. Note that the overhaul will be made with Hard/Medium difficulty in mind and is intended to be a supplement to the official guide.
Starting strategic situation:
The strength of your administration, military and economy at campaign start relative to your neighbors and the work needed to ensure a stable income with a strong main army with money left
over to build infrastructure.
Scripted events such as rebels, relief armies, generation/removal of funds etc....
Immediate geography and resource potential.
Weight in overall difficulty: 40%
Late strategic situation:
Late game army compositions and their strength relative to your enemies.
Potential to access additional military and civil options with reforms .
Scripted events (Such as nomadic invasions...)
Weight in overall difficulty: 20%
Faction Mechanics:
Potential long term benefits for Family members and the faction at large.
Possible constraints on player actions.
Necessity for micromanagement.
Weight in overall difficulty: 15%
Army composition:
Bodyguards (The general and his retinue, it should ideally be maneuverable, potent in attack and steadfast in defense).
Cavalry (Mounted units should be able to hit the enemy where they are unprepared and readily respond to their counterparts in the enemy army)
Infantry (Infantry units should be able to hold the line and grind the enemy to paste in protracted melee, credit to be given to fast, hard hitting light/medium infantry as well as solid heavy infantry)
Skirmishers (Skirmishers must be able to harass the enemy and deal good damage from range, being able to hold if intercepted or deal reasonable damage in CQC will be considered as a bonus.)
Ability of roster to scale with time.
Weight in overall difficulty: 25%
Overall difficulty:
Will be judged with a short paragraph with all criteria considered appropriately based on their weight on the overall judgement. A scale will be used to assess this difficulty as follows:
Easy
Moderate
Hard
Very Hard
Legendary
Closing statements
If any of you want to make contributions to this trend, please use the criteria specified.
I am in particular need of difficulty assessments for the following factions:
Aedui
Arverni
Pritanoi
Getai
Lusotannan
Sab'yn
Sauromatae
Sweboz
Boii
Massylia
Arevaci
Lugiones
Taksashila
24909
The faction difficulty ratings in EBII look quite outdated for the most part and I want to address that as I have stated previously.
How will this overhaul be structured?
The difficulty will be split into several parts, each with specific judging criteria along with a final overall difficulty that takes all of these parts into account. Each part will be weighed differently in order to render judgement on the overall campaign difficulty. Note that the overhaul will be made with Hard/Medium difficulty in mind and is intended to be a supplement to the official guide.
Starting strategic situation:
The strength of your administration, military and economy at campaign start relative to your neighbors and the work needed to ensure a stable income with a strong main army with money left
over to build infrastructure.
Scripted events such as rebels, relief armies, generation/removal of funds etc....
Immediate geography and resource potential.
Weight in overall difficulty: 40%
Late strategic situation:
Late game army compositions and their strength relative to your enemies.
Potential to access additional military and civil options with reforms .
Scripted events (Such as nomadic invasions...)
Weight in overall difficulty: 20%
Faction Mechanics:
Potential long term benefits for Family members and the faction at large.
Possible constraints on player actions.
Necessity for micromanagement.
Weight in overall difficulty: 15%
Army composition:
Bodyguards (The general and his retinue, it should ideally be maneuverable, potent in attack and steadfast in defense).
Cavalry (Mounted units should be able to hit the enemy where they are unprepared and readily respond to their counterparts in the enemy army)
Infantry (Infantry units should be able to hold the line and grind the enemy to paste in protracted melee, credit to be given to fast, hard hitting light/medium infantry as well as solid heavy infantry)
Skirmishers (Skirmishers must be able to harass the enemy and deal good damage from range, being able to hold if intercepted or deal reasonable damage in CQC will be considered as a bonus.)
Ability of roster to scale with time.
Weight in overall difficulty: 25%
Overall difficulty:
Will be judged with a short paragraph with all criteria considered appropriately based on their weight on the overall judgement. A scale will be used to assess this difficulty as follows:
Easy
Moderate
Hard
Very Hard
Legendary
Closing statements
If any of you want to make contributions to this trend, please use the criteria specified.
I am in particular need of difficulty assessments for the following factions:
Aedui
Arverni
Pritanoi
Getai
Lusotannan
Sab'yn
Sauromatae
Sweboz
Boii
Massylia
Arevaci
Lugiones
Taksashila
24909