Agreed, archers need toning down. I tried a campaign as the English, just for kicks and giggles. Can anyone say "machinegun of cheese" ? Even firing at inf hidden behind their crenels are doomed when facing these lads.
On an odd note, crossbows don't seem to be affected by this, or much less. Could be because of their slower shooting ?
Won't that make distance to capital/unrest even more of a problem ? Correct me if I'm wrong but from what I understand of your work, you've considerably toned up the law bonus given by walls, barracks, and most importantly town halls, and made those more expensive as well (well, except for barracks, but you've already adressed that), which coupled with the increased unrest, corruption etc... leads me to assume you want to make conquests very costly affairs, rather than the pushover they are in vanilla ; and only profitable on a mid-term basis because you have to finish all those order buildings before you start thinking about the cash boosting ones.Originally Posted by Lusted
Yet with even the most basic town hall taking 4 turns to build, it's impossible to build them on a crusade before the city revolts, and that's even with 80% order from the army, and the chiv/loyalty bonus from a Grand Crusader gov. If you make barracks take longer to build as well...
Unless the whole point is to "force" crusaders to exterminate in the Middle East, in which case I'll stand corrected.
I think a good balance for town halls would be 2 turns (as in vanilla) and same 4000 price, making those far flung conquests just as costly yet manageable. The increased barrack build time will offset the difference.
I have the same problem with the market line, more specifically the grain exchange : as of now, it's a must-have building if you ever intend to put a governor in, since without it they get huge penalties to trade over time. But if it takes 3 turns to build + 2000 florins, it's problematic in the early stages of the campaign when 2000 is a whole lot and you *need* those Good Taxmen to get a fledgling economy going.
Of course, deleting the bad taxman trigger (or making it 5/10% instead of 100%) would solve that problem, but that's only the visible part of the iceberg : longer build times across the board mean good traits/ancils triggers happen a lot less often as 80% of them check for building completion, while most bad traits are triggered every turn. Balancing all that tripe would be a lot of work, and I find my edited version of your buildings.txt works well enough that I don't need to rewrite the whole vnv code from scratch.
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