Re: Praise...and suggestions
Hi,
Unfortunately we are bound to the limitations of MTW engine.
The revenue fix is in beta though I have not heard any thing yet ~:(
The region titles are generated by a number of functions depending on many things.
There is a wide range of units. Greek look like they are too good but usually they fight in 1:2 or 1:3 and if they brake there formation they ate taken down more easily but non the less they will cause major upsets to big numbered but light Eastern armies. I have managed to defeat several Hoplite units using the Thracians though at the end I lost more men that what they did. Remember you need two turns to make any Hoplite unit and only one for the Eastern ones.
Cavalry at the time was not very effective they rode bareback on the horse. Companions were most of an exception than the rule. The Histofori cavalry were the first heavily armored shock type cavalry but I would not though them in to action against a Phalanx.
The formation problem is a big one we are trying to solve it.
Re: Praise...and suggestions
The Atheneans always seem to overrun the Persians. By the end of the game, Athens controls almost all of Asia Minor!
Re: Praise...and suggestions
I'd agree with the cavalry being to weak, even with the lack of saddle and stirrups. Of course, I only play as factions with strong cavalry, so I guess I'm biased.
Re: Praise...and suggestions
I have to agree - great mod.
It just needs a bit of tweaking.
Few suggestions:
1) The buildings - some of the buildings should have an increase in build time and cost with a corresponding reduction in the revenue they generate. This could be done along the same lines as those in the original MTW.
I did this using the Gnome editor, and the result feels more realistic. There isn't the initial flood of units, and it takes longer to build certain types of buildings and improvements, with the result that I must manage my economy better.
For example, Improved farmland:
Time to build: 2, 4, 6, 8 years
Revenue generated: 100, 140, 160, 180
2) Starting units:
Most countries start with a ton of units which makes fighting difficult by turn 15.
However, Sparta suffers from starting with too few units. I would suggest that Sparta be given at least one or two hoplite phalanxes added to its starting troop deployment.
It must still build the proper buildings in order to produce more hoplites.
Again, great mod ~:cheers:
Re: Praise...and suggestions
I like the fact that you have way to much money, although doubtfully realistic, it provides a certain epic feel to the game that MTW just doesn't have. Within a few years i am having huge battles of 3,000 to 5,000 men, unlike MTW its more like 300 to 500 men.
Great Game, I consider it better than MTW. ~:cheers:
Re: Praise...and suggestions
I agree with Pericles about the building build times. They are incredibly short for the most part, although there are many buildings.
Komninos,
Thanks for the info.
I still can't agree that cavalry would be so weak, otherwise they would not have existed. It takes a lot of resources to maintain horses on a campaign, if the were so ineffective they would have quickly disappeared from the battlefield.
It has been some years since I've been on a horse, but I can't imagine someone on a horse having much difficulty in broken formation melee with non-pole armed troops--bareback or not. A horseman would simply ride right over them, or if they tried to step aside would whack them in the head with whatever he had in hand. If unhorsed, then they resort to melee. For people who have ridden bareback from the beginning I don't think this would be a problem. Sure they couldn't go head-to-head with later cavalry with saddles and stirrups, and they would be no match for the front of a phalanx or other spear formations. They would still be deadly from the rear of the phalanx. They should be deadly to unsupported skirmishers.
Have you ridden before or been around cattle? When a large four legged animal is determined (or driven) to go somewhere, you don't want to stand in their way.
Re: Praise...and suggestions
I agree that building times are too short, probably should be doubled. And the revenue is far too, I never face a money shortage once I get past the first few turns. These are my only real gripes with an otherwise very good mod.
I will say that the large amount of money does mean that both I and the AI can - and do - engage in alot of bribery, with provinces switching because of this. This is fairly historical in one sense, as many city states switched sides back and forth, depending upon which faction got control and how long they could maintain it. Oligarchic factions would overthrow democratic factions, and pro-Athenian factions would overthrow pro-Spartan factions. Few sides seemed fixed in ancient Greece.
Grifman