"Get off my land!" diplomatic option, or a reduction in the AI's tendency to stand armies about in your lands. Having sizeable allied armies plonked next to many my settlements is not pleasant.
Improved path finding for units on walls. NB: So far I've only had units on the second tier wooden walls, so the issue may be unique to this wall kind. Attacking Caernarvon I had no end of trouble getting my units to move anywhere when they were on the wall; they stood stock still, or started going back down their ladders whenever I asked them to advance along the wall or attack remaining enemies on the wall. In the end I had to mass select all my infantry and order them to run to the ground inside the gate to get them up the wall, along to capture the gatehouse, and then down to the ground, killing Welshmen along the way. My casualties were hideous because so many of my units refused to engage, or ran about getting shot instead of moving a little along the wall to kill the longbowmen.![]()
When preparing for the same siege, I build 3 siege towers. I wasn’t allowed to attack because the game said I had no units capable of attacking walls. Eh? What else is the point of the siege towers? Admiring the view? I had to build some ladders and a ram before it would let me attack.
I'm having issues with my mailed knights and hobilars (probably carries over to more advanced mounted units too; I haven't played with any yet) using their lances. Sometimes they will use them when charging, others they won't. I'm still investigating, but it appears they don't like to use their lances if fighting in trees or a settlement. Is that working according to design?
Reduction in pirate ship stats so early ships are not so out classed. Later on I can afford to mob the pirate ships and rely on numbers to drag them down. By that point I have stronger ships and don't necessarily need to gang up on them. Early on I don't have good ships and I can't afford mobs. Perhaps having several pirate ship types? A weaker one which is there for the first X turns, a stronger one for the next X turns, and a stronger one still for the rest of the game.
Rebels early in the game spawn with advanced units. Chivalric knights when I still struggle to build mailed knights?! Armoured swordsmen when I'm considering myself lucky to have levy spearmen!? Gah! Either I have to leave them to wander my lands damaging my income, or I must build a sizeable army and watch most of it get minced killing them with weight of numbers. Again, in the early game neither is a good option as the resources to do either are not there. I'd like it if rebel spawns were somehow linked to the buildings present in nearby provinces, so rebel armies would become more advanced in step with the player, never far ahead and never left behind and so always (hopefully) a bit of a challenge.
Would love to be able to dismount knights again as per MTW. :sigh: Big change for a patch, I know, but I hate building foot knights separately and sorely miss the tactical flexibility granted by dismountable knights. Really hate. My suggestion would be to implement it in exactly the same way as in MTW: have the player select whether the knights fight on foot or on horse in the deployment phase and then remove the choice the instant battle begins. No animation is needed; have the unit fade out and the other style fade in to replace it.
Movement on the campaign map sometimes seems much too short. Currently my English diplomat is slogging his way across Germany at the fantastic rate of one inch per turn, and I'm zoomed quite close in so it's a short inch. It’s taking him many turns to cross one province; I despair of getting him back home before he dies of old age.
Some buildings do not produce the little faded non-flashing icon on the relevant section of the economy section of the detailed city overview screen when you put them in the build queue. For example if I put a farm in the queue a little faded icon will appear next to the farm income, and the tooltip will tell me what my new income will be once the building is completed. Ports don’t give it, or second and third level market buildings, or the merchant’s wharf. There are probably others I haven’t encountered yet.
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