Stuperman,
I recently managed to reach as closely as the engine of MTW would allow to the game i am describing, campaign wise, by making a home mini-mod of the MedMod IV by Wes Whitaker. The mod had already taken out many of the redundant units, simplifying the rosters and giving a decent dedicated unit in each role (shooters, cavalry, melee) at every faction, that makes the battles way more interesting IMO as they are challenging and fun, for me at least.
The result is that every faction plays to its potential and that superempires are very very difficult to form. Faction petentials are not the same ie larger factions such as France and the HRE have more potentialthrough having more homelands. Smaller factions such as for example Serbia or Sweden have less and they present a different challenge. It is not published, however it is available privately on request and i would be more than happy for anyone to try it and see whether its "simulating" to the point of boredom or not.
This is of course the gameplay i personaly like and i don't expect anyone else to follow through.
Note that i also mention nowhere the word "scripted" and that it is you that mentions it instead.
I dislike superempires contrary to you, especially in TW, because in my experience the game has little point past the stage that you struggle to establish yourself. The ideal situation would be that you stay in that stage for the entirety of the game as then every decision and battle matters. If you reach in TW the well known mid-game, that is you have conquered the local chalenge then the game is over - you have so much resources that you can swarm the opponents and the rest is IMO a futile and vain megalomanic exercise. All the changes i propose are relative to that.
Making a game about the Roman Empire and its era or one relative to Medieval Europe, while all the whilst largely ignoring most other things rather than the military aspect, is simplistic IMO and it ends with RTW and M2 being what they are, which is close to AoE, TW version. If this is what you enjoy fine - its just not what i do enjoy, and the reason i was attracted originaly to TW is because it offered strategy and tactics in depth rather than the candy in front of the donkey better units RTS principle. The fact that CA made the decision to follow the route it did does not make the gameplay necessarily better. Neither all other ways to do things, that now seem impossible for many would have been rejected as much as they are now if CA has walked another path IMO.
I will avoid the cliche that goes for "its all a matter of opinion" for the simple reason that if CA had chosen another way to do things, people would probably react also like "that was the only viable good thing to do" and just take it for granted, as i feel they did with RTW and now M2.
Not at all, i ask for detail if you read back where is needed in the campaign game and not in order to remember to do this or do that in an ineconsequestional click frenzy that characterises the vanilla RTW/M2 campaign as it stands.Originally posted by Stuperman
I'm also a bit confused, you critisize RTW for having too many 'micromanaged jingles' then ask for more?
More detail and simpler, more balanced unit rosters are polar opposites.
The changes i propose would affect the way the campaign progresses, as well as strategic choices while playing it, and not how many little things you need to remember to do - that have no real effect actually- such as moving around retinues and the like.
Many Thanks
Noir
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