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    Post Re: The - if there are new things in... thread

    I would simply like to see all the features from M:TW re-encarnated in a new title (with the risk-style map.) However, to add onto that, perhaps with a more complex system of trade where one has to set up trade routes, selecting what goods they wish to export or import. Every good has it's value and can be a primary, un-processed worth little, or a secondary good, processed, worth more. To show the processing of goods every faction can, if importing certain primary resources, construct required buildings to process it in the provinces where the goods are arriving or moving to. For example a Stone Mason for crude and unprocessed Stones or a Slaughterhouse to turn livestock into meat. Trade can, in that way, indebt a faction if they are exporting low value goods and importing high value ones to satisfy their needs. Of course this can work the other way around.

    That could also be a way of adding a sort of Caesar IV happiness system where the whole population is divided into classes which require certain amenities to be satisfied. For example the upper-classes will require many luxury secondary goods, such as silks, to feel content, while your average peasant would be happy with simple secondary goods, such as meat, to be happy.

    Also, with this classes system, could come the limitations of training troops and the effects that it may cause - the system could force the player/AI to build balanced armies. For example, if your province has thousands of peasants, but no members of the nobility, no knights or other such high-ranking troops could not be constructed. As it would be true with the middle class and mid-ranking troops, for example Men-at-Arms in M:TW.

    As an adaptation to the M:TW "provincial valour bonuses" where the units were famed for in history, I would suggest that the province will only become famous for something if plenty of that type of unit is constructed in the settlement by the player over time. For example, if I was to train a huge force of Men-at-Arms in Aragon, that province may become famed for them.

    I would also like to see the ability to, when you build border-forts in a province, as one does in Medieval, when going across the borders enemy troops take losses or, alternatively, they appear on the battle map, and have to be broken through to get into the province and destroy the foes' army.

    Also en-genius AI would a nice addition. Although the AI in Medieval was reasonably intelligent, it was not perfection, however it was certainly better than the AI, on the battlemap, than that of the newer titles. Relating to improvements around this field, I would like to experience an AI that adapts to your tactics slowly, but surely, depending on the intelligence of the AI generals/leaders, so eventually your tactics have to change to prevent the AI from completely wiping you out.

    As a penultimate suggestion, which is a small flaw which I find with M:TW, is the traits system. I dislike it how generals can have nine acumen, yet have only four points of it from traits. To resolve this I would suggest the R:TW/M2:TW traits system, yet the keeping of hidden traits, yet the player themselves has to investigate the individual with a spy before finding out if they exist or not.

    As a final suggestion - breath a sigh of relief, I've nearly shut up! I would suggest making peasant revolts more common. In M:TW although the irregularity of peasant revolts is realistic, I would like to see more of it to increase the challenge presented to the faction's leader.

    Unfortunately, these ideas are only for the strategic map. I'm not really a tactical sort of person, read the username , so I prefer that sort of level rather than the battlemap - especially in M:TW where tactics are not involved in that mode anyhow.
    Last edited by Omanes Alexandrapolites; 09-10-2007 at 20:52.
    Dawn is nature's way of telling you to go back to bed

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