Stuperman
first please receive my thanks for making this very nice and rich if i may say debate possible.![]()
May i also suggest that you try the older games - for the simple reason that they are great fun - and not for comparison pusposes or anything else.
IMO they are more than worth it and at the time it stroke the market as something radical with their gameplay, style and depth, to the point that i guess the game industry didn't knew where to categorise them and CA how to make the best commercial use of them IMO, which led to RTW that comes accross as a more "conventional" RTS.
While M2 doesn't appeal to me, i would suggest not to judge Kingdoms from the size of the campaign, but by the actual gameplay.
STW started as a "restricted" scenario by today's standards with only 11 units. All of them were generic and almost all other units with few exceptions that we saw in later TW games are more or less variances of those 11 basic units:
a cheap, low morale, anticavalry only spear
a higher morale, half melee, anticavalry spear
a cheap shock attack, vulnerable to missiles, low defense, sword
an expensive good all around,vulnerable to missiles, best melee sword
a moderate price slow, well armoured, high defense, decent melee sword
a moderate price archer, moderate morale, no armour, moderate melee
cheap gun, with very low morale and melee
better gun, with better missile damage, better morale
a fast anti cavalry, high charge, moderate morale moderate melee cavalry
a fast missile cavalry, moderate morale, low melee, cavalry
a slow, high morale, high charge, high melee, well armoured heavy cavalry
These were available to all factions. Contrary to common belief the battles were better by far as the AI army composition and the AI unit use was better, and what mattered was army use through match ups and flanking maneuvers while accounting for terrain and the weather effects and not any sort of uber unit winning the day. All units had their counter and to win you would have to use them in combination.
Do not believe that making a skin x10 or x20 skins give better gameplay - at least i dont. They are basically the same thing, the nly added extra is the capturing of the imagination through graphical means. This is fine and nice, however, if the game is poor or just a "enjoy the view" thing then it has little value as a game other than an interactive phantasy projection.
As for factions feeling all the same, then i would say this: not necessarily - in the MedMod IV that i mentioned all factions have peculiarities in their roster and specific styles, for example the Byzantines are professional but expensive and few, the Catholics are tough to kill but slow and impetuous, the Muslims have better morale and attck and are faster. However and despite their styles nobody lacks in any area as many faction do by a lot in MTW vanilla or in RTW vanilla - everyone has strengths and weaknesses but nobody has gaps in their rosters.
The baeuty of TW games IMO is in this relative to the battles and in the way that the battles interact with the strategic choices you make in the campaign. IMO this beauty was abandined to a certain extent once attention to graphics and to the "more factions/more units" princple was introduced.
And yes it is called Total War which is the principle to waging war between countries with a countries full resources. However, if the setting of the game is to be expressed properly and capture the era that is supposed to be portraying then additional things in the campaign may only add to the warmaking.
*edit* by additional things i mean things that affect the strategic choices not little micromanegement/role playing games.
There is a circle that needs to be expressed in the campaign game that is defend, attack, expand, consolidate and this is repeated. There are blank points in that circle that may cause you set backs such as civil wars for example, or such that other local factions resist your expansion or put you under pressure.
If its Total War all the time, then the gameplay ends up with the linear result that exists in RTW, that says: "rich becomes richer, poor becomes poorer" end of the day. This is neither realistic neither good for the gameplay as you have also observed.
The Mundus Magnus map is great and i agree that it adds to the game - it is the fast conquest rates that accelerate even more the ascention of few faction to the state of "superempire" that i dislike and the fact that game mechanics do not allow factions on the up to descend or factions on the low to ascend. The map is very good - however is how the games on it progress that matters to me.
Many Thanks
Noir
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