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After all, everyone is slothful, lusts after things, has pride etc.
Most is correct, everyone is not.
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but not everyone goes to hell
I very much doubt weather your knowledge of the issue is firsthand.
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So. There must be leeway in these babies as well
It depends - for some maybe yes. For some no. Nobody likes absolutes, because they supposedly take from his freedom - and yet it is only the egotistical freedom that gets offended. This is why its hard for most to accept absolutes but always need to dilute them with relatives, that allow the extra spice of self indulgence.
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Using armour and weapon upgrades. Esp. armour upgrades destroy the unit balance.
Very true - in fact i only play mods that take them out.
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Using better generals than the computer. I find the system of adding valour effects from command stars destroys the gameplay in many situations.
Very true - in fact this is one of the points that RTW has an edge over MTW - the general s stars add only morale and not valor. The AI sometimes pays you with the same coin but its not difficult to see that the player can do this most of the time. Incidentally the -green_generals addition to the shortcut helps with this as generals that die lose stats over time.
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Manual pillaging is in most cases a dubious strategy, as it hinders future development.
It isnt - if anything it guarantees victory for the player, not in the most glorious way, but victory guaranteed nonetheless - it literally chokes the AI factions - do it systematically and find out for your self. I was astounded by seeing how effective it was and how the AI factions were helpless when this acquaintance of mine played this way. The guy was making no financial investments of his own at all but was using the builds of the AI in a literaly vampiric fashion.
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There is one interesting point, though. Vikings may be a special case, but they also seem like a nudge toward trying out a strategy that not everyone uses, razing instead of conquering. A bit like the Irish faction having to depend on javelinmen or die. For me it's hard to see manual razing as an exploit
The Vikings need the benefit of pillaging while the game is young so that they can fill their coffers make good their losses and invest in settling. However repeat the pillaging cycle too often and leave settling for too late, and the Saxons/Mercians become too large, large enough to stop the pillaging and let the Viking that hasnt acquired green pastures of his own starve.
You can settle right away in Mercia without using manual pillaging and win the game well before half the time span allowed.
Its immaterial how you see it - the main question is whether the AI can do it to you or not every time he needs the money or every time he feels like it, and it cant.
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Well, the word "systematic" is the key here. I can't see anything wrong (gameplay-wise, not morally ;) in executing slav warriors and Spanish javelinmen in the thousands, when I don't want to spend my time in a situation similar to using a pogo-stick in a swamp - fighting wave after wave after wave against crap the enemy sends me is boring, and if I didn't slaughter them, they'd be there next year as well.
Fighting those crap units again would make the game more challenging in a way similar to making cardboard boxes in a factory.
You raise an interesting and valid point, that is the easily recruitable units in vanilla are hopeless and useless. Ideally the easily recruitable units should be always semi decent and useful. CA by introducing 3 more javelins than the original bloated the early game with them (the AI prefers low cost/low maintenance troops) making the challenge as you note go levels down. Javelin units in particular should be simply taken out - the AI does not use them in conjuction with spears in open field battles and the whole becomes ridiculous. Another exploit for the player. In MTW 1.0/1.1 there was only one javelin unit the Murabitins that were semi-decent spears/melee too. In 2.01 there are plenty more; Spanish, Slavs, Jobaggy all recruitable from a fort.
And yet this does not take away from the reality of the *sin* - the fact remains that wether the battle is challenging for you or not, the AI will have troops to fight you back if you offer them back or not if you massacre them. Wether the next battle will be challenging or not is an entirely different issue, based on different parameters.
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In most cases disbanding isn't required, as old forces can be reshuffled to be used as garrisons (it never hurts to have Feudal Sergeants waiting for a French re-emergence near Ile-de-France). I still won't feel bad if I notice I've spammed 8 javelinmen units in Swabia. Money is not a problem for the player in any case - those 8 javelinmen might be required in some landlocked region, but instead of starting a 3-turn shuffling process I might just disband them and train new ones in Swabia or something.
In order to evaluate the magnitude of the exploit, you dont average it over the whole of the game timeframe - just look at it when its needed. Disbanding is indispensible at certain few instances, and the player can simply then do it - nobody wants to sink in -20,000 florins. Yet the AI cant - instead he ll do some risky invasion that will make the player utter a *phew* for the AIs stupidity, and yet its because he cant take off the maintanance weight in any other way.
Now you say that because these instances are few, the exploit is not significant - and yet it is because it alters the way of things at moments of crisis.
Incidentally CA in their wisdom, not only continued to allow these things in RTW, but they made them part of the gameplay(!). In RTW, people will tell you to build peasants in overflowing population cities and transfer them by disbanding in poor agriculturally cities to level them up. In BI, only the player can change religion of settlements, because he only can manually raze temples of opposite religions. The AI has to live with all the unrest bonuses and weather them.
Compare this with the thoughtfulness of design in MTW, that factions of different religions always autopillage buildings of reigions other than their own in newly conquered provinces, to make space for their own religious line of buildings.
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Jihads and Crusades can both be used to strategically drain competitors, esp. in connection with inquisitors. They can be an easy exploit, if you're willing to fiddle with zeal.
Depends how you use them, prolonged and persistent inquisitor use in the long run is detrimental and brings zeal down. Jihad spamming is an undeniable exploit though.
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Inquisition is like using assassins, but instead of having to send a shitload to die (remember the cardboard boxes?) they don't die, and gain valour and thus become an exploit.
Assassins are nowhere near as effective because they can operate safely only in your territories, otherwise they get caught by enemy border forts. Also inquisitors do not die everytime they fail as you say, so most of the ones you build hang around till game over. The level is simply not comparable.
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The pause button removes the technical fiddly part inherent in RTS. MTW isn't chess, but if I want to consentrate on using several tactics in one battle (javelinmen, horse archers, light flankers, ambushes in localized situations), I won't feel sorry for the AI. The computer doesn't have fingers, after all.
You ever tried mp? No? Wise decision - dont.
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Unrestricted camera is cheesy, that is very true.
Nowhere near as cheesy as the pause button in my perception.
!it burnsus!