Ick, cold. Get well. I dodged it this winter. (knocks on wood)Originally Posted by Carl
1) I think the changes overall are good.
2) I think you'[re right on the rep hit. Seems to kick in the next turn and doesn't change during the turn, unlike replationship changes from interactions in diplomacy. But I think things tend a little too positive at the moment. The bribing changes aren't the issue. I only really bribed PS much. I think tweaking the PS effect back might be all that's needed, not general brinbes. Not enough gold to keep everyone bribed. But non-Catholics do need some sort of faster decay with the Pope since they dodge the Catholic-on-Catholic effects and mission effects.
3) I'm seeing more now, but the first 70 turns or so I saw little. I'm at turn 90. What might work is adding them back into cities later in the tree. You can do more than one per tier if needed. I see Venice with about 5 near Durazzo now. They are gonna need them to have any chance on my walls. Even then hurting my towers much will be hard. But apt to start seeing some bombards and mortars. Try allowing the building one tier later that vanilla in the city and maybe bunch up the ballista and cat that tier. We can slip them another if we see the old behavior.
4) Mongols went a long time without declaring war at all. Maybe they need to enter the game in a state of war. That gives the player, at least, incentive to attack them. And it's probably necessary to get the AI to also. But it may be intended so they tend to penetrate a ways before starting to attack to mix up their effects from game to game. It's probably not a problem.
I am mostly annoyed that they won't attack my cities and storm so I can see the walls in action against them. Not that I have much doubt of the effects after seeing the two bridge battles last night. I was outnumbered 2:1 in numbers, and their quality troops were better. My general was as good, or better, in those, but chivalrous, not dreadful. That was impressive. Especially the second. Their routing troops totally swarmed my guys who just stood in their neat lines fighting and shooting. Those Janissary Archers are tough! I suspect the naffatuns were the source of most of the routing. The Mongols were compressed at the bridgehead by stakes, couldn't move to either side, and the dismounted lancers (one depleted unit!) were holding them bottled on the road. The archers had a cipped C around that up the slope a little in two tiers, but the naffatuns were right behind the lancers tossing molotovs over their heads. The 2 trebs and cat farther back the road didn't hurt either, but their accuracy isn't what it should be yet. It was delightfully ugly.![]()
It's nice I can build lancers in castles, but I prefer Saracens. Cheaper man for man and larger units, which helps a lot in their blocking role. Easier to replace too. But having the lancers to hand in castles gives castles a good blocker. JA are better than OI by far too. OI are also okay as castle garrisons. Castles are important for naffatuns and cav. Maybe HJI once I get the chance to build the building. 10k is steep. Budget a bit tight with all these large anti-Mongol garrisons. Maybe I can cut them back after seeing them perform.
5) As for the big armies, never played this late before.I did see big armies before, but overall the composition of them is a bit better now. Eggies are throwing stacks at me with a few cav, some jav and archers, and infantry. Balanced armies are harder. I take more losses. Can't get away with overrunning the missiles to force them to keep skirmishing and not use the missiles (with my HA army, that is). And if I respond with infantry-based armies, I take more casualties too. Slowmovers always lose more.
My HA get really chewed up my Mongols with my hit & run tactics. All that massed missile fire on their side too hurts, but the light lancers are the nasties. They are FAST. But I'm preserving my units and their experience is getting up close to the Mongols. I have some into gold chevrons, and a full stack (at least) into the silver range spread among my three stacks. But one is in Greece, one in Egypt and only one in the Holy Land chasing Mongols.
I think the BIG change is the early diplomatic behavior. I was doing well early and getting swarmed by factions close to me because diplomacy is so nuts. That is annoying and frustrating. I could have all alliances and good relationships and they'd declare just because. And they were all unallied with each other. Now I can manage relationships early so I get a chance to expand a bit and turtle a bit, with a war here, a war there, off and on, until a crusade pulls them onto me or I start wrecking my rep by expanding. Once I do, I'm in a decent position to fight back.
It wasn't so much that I had no chance to beat them as I plain didn't want to deal with it at that stage. I had similar issues with Civ until I learned to manage diplomacy and killing off the nasties early in that. Some civs just must die. That's probably part of it here too. After playing quite a lot, and studying up, I know more what to expect from the factions based on which I'm playing. So I know what's coming and how to prevent some of it. For example, I know Byz is gonna attack Turkey, and Egypt too, though a bit later. So I know to build up facing Byz early, and Egypt a bit later, to discourage, or counter, that. But the diplomacy changes help hold them off a bit better, and prevent the early piling on from others from the healousy triggers. In fact, since I have allies everywhere, the additional declarations against the aggressors help buy time and earlier peace (if I want it or not!). So, I can control the pace a BIT better.
But in the long run the player has to expand and that's gonna kill alliances with him, and the tall poppy syndrome will kick in. That's fine.
6) Oh, you didn't ask 6. But it occurred to me. Not sure we need the slow tempo. But I should play another faction before being too dogmatic. The timing of events is fine. I was ready for the Mongols, but not so ready I was waiting. I didn't have all my cities with their planned garrisons, but I was close enough. That tells me the original turns per year should work. We are slowed down some, but for the blitzer in vanilla there's too much time anyway.
I'm at 28 regions with invasions working for two more. Distances are an issue since I'm heading for rear areas. Main issue now is finishing off the Mongols. Once that's done and I can look west, should roll up what I need pretty fast. The large number of battles in that crusade and Mongol invasion combined made play a lot slower. Autoresolve is not an option for those. Odds were 2:1 at best, and 1:2 more common. That PS crusade was a bear too. Beat it with a slightly depleted infantry-based army, but was a fight. The remnants were what then got attacked by the Mongols twice at the Antioch bridge.
Oh, more Mongols. Didn't know they came in waves this far apart. Maybe now I'll get some wall action. The battered first wave has turned back to Antioch. Maybe they'll tackle the bridge again. My army there is back up to full. That would be nice.
Heh, 4 HA against 2 rebel foot archers (turk or bulgarian or something) and 1 rebel spears. Raw that's 160 versus 200. Wiped them out with 0 losses. Have to go loose, Bag them close to keep them skirmishing all the time after charging in full speed. They even had the high ground at the start. If they'd turned off skirmish they would have at least hurt me a decent amount. Silly AI. Not something we can mod, again. Have to have the AI look at what is approaching and then decide what to do. Pays to stand and fight HA, but not regular cav. But then doesn't exactly pay to flee regular cav in this situation either.
Eggies still pestering me in Egypt. Their FH and FL are in same stack headed in. Maybe I can wipe them out. They can't have many generals now. My invasion fleet is assembled and about to sail. It needs to pass Alexandria to load a couple more units then it's heading to Tripoli. From there it will base to hit Corsica. Then look for targets of opportunity. The Grecian fleet is also loading. It's gonna take out Ragusa and just level the place. That will remove Venice's castle troop production, though won't hurt them as much as some factions. I'll start the conversion to a city then pull out if they start attacking. I just want them crippled since I have Hungary on my borders too. After that I'll invade Hungary from the south. Sophia and Bran at the major targets for the same reason. Both are fortresses. I'll probably level Bran first. Then double back.
Too bad the AI can't act in similar fashion. Though the Mongols sort of act that way, it's random, I suspect. And I didn't leave any cities as inviting as the AI does in its rear areas.
Turn 92: Incoming Venetian and Hungarian stacks. And Cairo under siege again. Heh. Darned Eggies. My invasion needs 6 turns to get to Tripoli. Shipping catapults takes a while. The Ragusa one is about 3 turns out. Mongols going in circles again. Trying to finish replenishing my HA army for another bite of them, while tempting them with my JA army at every bridge. Wish they'd besiege. Can sucker them into wall tower range then. I don't dare take them on in the field with that army though. It needs some sort of restricted terrain, and the desert around Edessa is not that.
Turn 93: Eggies tried to storm Cairo. Huge stone walls and ballista towers and a full garrison with 4 JA, 1 OI, 1 turk archers, 1 peasant archers and lots of infantry. I think the Eggies were actually outnumbered. Two JA put spikes in the gatehouse exit. But the Eggies never came close to getting there. The ram burned fast. The tower made it to the wall, then burned. I only had the OI and TA using fire arrows. Rest were shooting to kill. Mostly drop shots though, walls were crammed. The Eggies had 4 more rams but they never tried. Not that they had any hope. They pulled back out of range and sat. And sat. And sat. I wish the AI would just retreat and get it over.
Some shots of repulsing their storm attempt.
Fireworks as the ram is lit up.
Two incoming LAWS, err, flaming ballista missiles. Hard to catch those.
And one tower flambe.
That was it for excitement.
Heh, I lost 1 man. Must have been friendly fire. Yeah, that was a dumb siege. I had 1050 men, they had 743. And I bet my power value was way higher too. Cost them 485 men dead.
For the record, my archers killed 201. So the towers got 284, and they mostly shot at the siege gear.
The real threat in a siege is running out of arrows defending. That's where the attacker sends in the first army, does what it can to disable towers, knock down walls, etc, then pulls that out for reinforcements to assault. The second wave might meet no arrow fire from archers. But towers would still be shooting.
I can see this being an issue if the Mongols try seriously to attack. But rams won't do it. I don't know what Timmie elephants can do, but they might pose a bigger threat.
Get well.
Bookmarks