Kaenash
05-16-2003, 14:43
I read in the strategy for the Viking player to continue to do 'raids', fast and light. However, I end up taking the province to loot it. Then if I abandon it, the enemy loots me and takes a portion of all my wealth. Huge amounts.
Any help?
Also, it seems a bit unbalanced in terms of how many rebel units are created. It seems to take a standard unit for that time period and create a fairly substantial rebel army which it will give to the old owner next turn, the rebel army larger and stronger than pretty much anything on the game board at that time. Wouldn't it make sense for them to nerf the rebel army in relation to the average size of armies of the other board and the province in question? Small provinces even produce these massive boons in manppower. I can sort of understand it, from a historical perspective, may have happened where if you crush a province under foriegn rule its citizens all rush to war.
And while historically that may be accurate, Even though there was no facility to make that unit anywhere nearby, so as the KING I can't make it, but the peasants found a way to do it under my nose? and make many at once when even as King of France in the capital of Aquitaine I can't make the trainers blackharts accept more than one units of recruits at one time? Even though I own a stables AND an archery facility, apparently the only trainers available will accept one group?
but to me it seems like a game balancing/tweaking issue, because if I am limited to one unit per turn, why are they not?
As well, this happened in the regular Total War, when I would crush my opponent into dust, a few years later a prince of his nation would show up with an unstoppable army that apparently got built under my nose. I can almost understand the pope one if the catholic nations still exist under other banners and want to supply the pope to free him without tipping their hand to me, but it just seemed more like the result of a formula for regeneration designed without concern for reality.
yes?
Any help?
Also, it seems a bit unbalanced in terms of how many rebel units are created. It seems to take a standard unit for that time period and create a fairly substantial rebel army which it will give to the old owner next turn, the rebel army larger and stronger than pretty much anything on the game board at that time. Wouldn't it make sense for them to nerf the rebel army in relation to the average size of armies of the other board and the province in question? Small provinces even produce these massive boons in manppower. I can sort of understand it, from a historical perspective, may have happened where if you crush a province under foriegn rule its citizens all rush to war.
And while historically that may be accurate, Even though there was no facility to make that unit anywhere nearby, so as the KING I can't make it, but the peasants found a way to do it under my nose? and make many at once when even as King of France in the capital of Aquitaine I can't make the trainers blackharts accept more than one units of recruits at one time? Even though I own a stables AND an archery facility, apparently the only trainers available will accept one group?
but to me it seems like a game balancing/tweaking issue, because if I am limited to one unit per turn, why are they not?
As well, this happened in the regular Total War, when I would crush my opponent into dust, a few years later a prince of his nation would show up with an unstoppable army that apparently got built under my nose. I can almost understand the pope one if the catholic nations still exist under other banners and want to supply the pope to free him without tipping their hand to me, but it just seemed more like the result of a formula for regeneration designed without concern for reality.
yes?