The mod plays slightly slower than vanilla because faith propagates slower and because the happiness bonuses are given more gradually.
In vanilla you can rush very very quickly because the watchtoewers line of buildings gives +50 happiness (when both build) with 300flrs and in 2 turns - that's very cheap and easy cowering of new provinces
In the mod, only the border forts give +20 happiness and in 3 turns (watchtowers=1t, borderfort=2ts). The other extra +30 is given by buildings that come from keep level (basically teh church/mosque), hence you need to be a bit more careful and also will make a bit less tax money from newly conquered territories.
Also, the faith propagation being slower it takes more time to subdue different religion territories because of that, hence happiness is affected and there is reason for be careful for loyalist revolts.
The mod plays slower for the AI, especially if you put it @180 loyalty with -ian (as reccomended). If you want teh AI taking more initiatives and pester you more and take opportunities, you can drop that to loyalty:150 i'd say. if you do not use the loyalty feature at all, the AI may be hurt by the slower happiness bonuses, especially since many factions are set to expansionist that makes them aggressive and prone to burning out by overstretching and revolts that ensue. But who knows, it may play ok in that too - just i've never tried it.
Having said that, i like the occasional rushing campaign, and i tried to rush in Caravel and it does work without a doubt. Just the opponents are a bit more ready especially ones that are not immediately next to the player and i was able to make less quick cash flow - those were the main differences.
The mod is at this stage finished and there is no further plan to update it for 2011.
What i will/would update next, would be the rebel garrisons. Some of them are a bit too big and some would make for better gameplay between factions if they were considerably less strong without hurting the mod concept and intended gameplay. This should/would help people who like different unit settings to play the mod better, and also improve teh AI performance of some factions without upsetting the intended difficulty.
The fixes i would have done would be to:
-Make Navarre completely empty- it stands historically as teh Navarrese dynasty was merged with the Aragonese and Castilan one at the time the early era starts and so there is no reason to have a strong Kingdom there.
This would impact gameplay positively as it would increase teh chances of competition between Aragon/Castile/England/France and also, in case the Ibearians are the first to get it, it would aid them to power status sooner than they now do in the mod.
-Make the Prussia, Volhynia rebel stacks smaller. This is relatively historically accurate, and it would also help the Polish AI to develop a bit better than it currently does.
-take out a few units from the rebels in Lithuania/Livonia. As they are now they are overflowing and even attack the Poles and teh Russ occasionaly which is ok, but not as much as they are now.
An additional thing i would try to do would be to fix the strong shot/slowreload missile units in terms of battlefield role, if there is a way.
Other than these things, which won't be done for a while, the mod is done.
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