AAAAARGH >_<
I just lost a HUGE post :sob:
I'm going to try and sum it up, editing it in bit by bit to avoid the same problem.
:sigh:
Firstly, this is partially in response to Hamburglar.
Mongols
I propose that two versions of the Mongols be created. One version is playable and has units with slightly lowered upkeep and unit cost, as well as lower build requirements and removal of pointless buildings. This version is considered fair and balanced. The other version is non playable, the AI Horde version. In this version the mongol units have greatly reduced upkeep and build cost. The build cost reduction means tens of thousands of mongols turn up when they appear in high, a true horde. Additionally, with the low upkeep, this vast army does not cripple the mongol economy. On top of this, the Mongol units have even lower build requirements. Say a fort for mongol warriors, a bowyer and horse farm for mongol horse archers and a royal court and horse farm for mongol heavy cav. I implemented these changes, as well as making horse farms available without 20% farmland and the horde, when they appeared, behaved exactly as they should. The initial wave smashed right through, even attacking France and when they began to be depleted, they were able to build hordes of replacements in almost any province. It really is the only way to get a proper AI golden horde working.
I'd also suggest a spcial siege unit exclusive to the mongols. A mongol mangonel, requiring only a level one siege building (historically constructed by enslaved european engineers - the mongols were fiendishly smart in war), don't allow them any other siege unit.
Militia for English
Historically, very dubious. I think it's worth trying the mod both ways though, with and without the UM and, in late, possibly MS. I'd rather not see them in for the English, but historical concessions must be made, I agree. So test and see.
HRE
They have a balanced unit list and everyone's basic units are pre-expansion cowards, so I don't think it will hurt them so much. Besides, even if the HRE are weak in standard MTW, this mod will change things quite radically, so there's no way to tell at the moment if they will need to be let off the hook. One big problem might be that the HRE have too many poor quality generals, so they never offset the morale bonus with leadership. However the election system does tend to give them a chance at a stronger royal family I believe.
Italy
I think Wes is dividing it into two factions, the Tuscans and the Venetians. If he doesn't, I agree about the morale drop as with the HRE. Italy, even the north, simply wasn't unified.
Small factions
I'm really looking forward to both helping create these (with suggestions, of course ;] ) and playing them. I assume we'll have Scotland, Ireland, Lithuania and the original Novgorod (as well as the new medmod Kievans) etc. One suggestion I want to make right now is that they have weaker than normal royal bodyguard units (although unique and historically as accurate as possible), to avoid their royal family alone saving their one province from a growing true faction under the AI.
Dismounting units
Some units shouldn't be allowed to dismount historically, as they never, ever fought on foot, for various reasons. However if we look at history, more units should be able to than can in standard MTW.
On the other hand, from a gameplay point of view, I think there should be barely any dismounting at all. This is because the AI cannot do it. At all. Instead, I think in the case of unique dismounters (like chiv knights to chiv foot knights) the foot version should be buildable (depending on faction/territory restrictions) but at an elevated cost. I think for example the English should be allowed to build dismounted norman knights and later dismounted Gascon etc. While not strictly historically accurate, this makes more sense gameplay wise and goes some way to removing the infantry problems in the English lineup.
Both considered, I'm pretty much anti all dismounting, just as I'm anti most non build mercenaries (happy to see a new system added here Wes)
FMAA
Same as Urban Militia. Historically dubious, but worth trying both options out.
Pike and Halberd
Generic Pikemen should be a basic unit available in all provinces from Late. To represent their lack of training etc, they should have lower stats than in standard MTW, also making them distinct from the specific factional pike units, which are presumably well trained, such as swiss pike, German LS pike etc. As for halberds, I think CA were pretty much right with the description of function, although I don't know about their usage in the period.
The end.
I have my hopes up about this mod. Oh yes. But is it wise?
EEUURAAH.
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