ModdingUnits - General
- The ability to install several campaigns within the game. Each one would be allowed up-to thirty separate factions, excluding rebels, all with their own separate set of up-to two-hundred units. Really comparable to the modding ability of M:TW VI.
Units - More Specific
- Drastic unit balancing. All units would ideally work by a more "Shogun" system - cavalry get beaten by spears, spears get beaten by infantry and infantry get beaten by cavalry. No units beat everything - this rule also includes post-Marian infantry and cavalry.
- Light Units would get a more clearly defined purpose - heavy units are slowed down, the amount of speed reduction depends upon the statistics of their armor, while lighter units remain the same. Also, lighter units are given an increase charge bonus compared to heavier units and a higher defense skill rating, again to demonstrate their speed and agility.
- Heavier units gain a larger penalty in deserts - the larger the bulk of their armor, the worse the rating is.
- Unit upkeep and training cost drastically increased to prevent the mid-game steam-roll.
- The phalanx formation is toned down drastically. A good charge into the front can often break it up and force the men within it to fight with their swords.
- The M:TW statistic of "Disciplined" returns and "Impetuousness" is removed. Now, almost all units may charge without orders, although some may be more willing to this than others. Disciplined units, will hardly ever charge without orders and are not concerned by those routing around them unless they to are disciplined.
- The introduction of a logical recruitment system - units gain an extra experience point for each barracks level above the one required for them.
- The introduction of a AoR system - certain units can only be trained in the faction's homelands which gradually expand every few years to represent migration and adaption of culture.
Buildings
- The majority of elite post-Marian cavalry units would ideally be removed from the game or toned down to more reasonable and accurate level.
- The statistics of all Marian infantry lowered drastically.
- The introduction of BI formations for most Germanic units, replacing the phalanx formation for their Warband, and some Celtic ones.
AI
- The introduction of more law boosting buildings such as courts and basilicas.
- The removal of Large Stone Walls and Huge Stone Walls - they provide a penalty to the defender rather than an advantage since the AI use better siege towers with each upgrade.
Misc
- Drastic improvements here, especially in the field of diplomacy and campaign-map AI. It needs to coordinate it's forces in a more tactical way, knowing when to retreat to avoid a fight, gain more information before attacking and try to coordinate it's military machine with it's diplomatic treaties.
- The integration of M:TW civil wars, with lots of dissatisfied generals, as well as M2:TW general revolts, with one dissatisfied general. Combined, this would add a lot of interest to a game in the late stages as the player has to micro-manage the loyalty of envious generals and insure their happiness and satisfaction.
- The faction leader's effects now apply to all of his provinces.
- To combine with the above two suggestion, assassins can now kill their own generals/leaders if their loyalty gets to low or they become useless fools. Also, spies can watch out for these moves and inform the player about any plots that may be approaching!
- The fixing and polishing of as many graphical and physical bugs as possible - especially the dreaded, and now common, civil war bug and the horrible memory leak bug.
- The merging of R:TW and BI into one application rather than two - comparable to M:TW and VI really.
- The addition of BI features such as Night Battles and the Shield Wall ability.
It's such a terrible shame that the CA have finished patching and improving R:TW - there was so much that they could have done with it to improve it's ability to be re-played and it's interest and depth.
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