There are a few key areas of gameplay that need to be addressed to make this game appeal more to the masses while maintaining and improving the overall gameplay for experienced Total Warriors.
First is castle sieges, alot of people say they prefer to wait out a siege rather than loose troops because the siege dosn't last long enough in game terms. If a castle is under siege the loyalty of the region is lower than if you choose to assault, however this dosn't push the player to end the siege as you normally have invaded a province with a large enough army to keep loyalty up.
So my tweek to this area is to greatly reduce loyalty in the province while a siege is ongoing to increase the chances and size of revolts and therefore make ending sieges a worthwhile task.
I understand that there are plans to increase support costs for besieging armies and lengthen time of sieges but increasing disloyalty somewhat would help push this gamepoint home.
Then moving on it does seem to be too easy early on to take quite large amounts of the map and build a very large income. People do run into trouble later on with revolts and rebellions, but once you know the game mechanics, containg these is very easy.
So the human player gets a distinct upper hand early on making the game a little tedious, as the better and more varied units arn't available until later, so you roll across the map picking of faction by faction while maintaing good relations and trade with the others.
So I think the loyalty again needs to be adjusted way down in conquered provinces and make it take much longer for a province to adjust to new rulers. Perhaps 10 times longer than current or more.
Then to counter this effect and allow for global domination, enable later tech buildings to increase loyalty within provinces like Watchtowers, College of Surgeons etc.. already do. This will make an early large expansion very difficult if not impossible as you would have to maintain a very large army in a newly conquered province for many turns. The large army would put you close to maintenance limit, limiting your expansion by economic means.
The limited expansion of the human player (and the currently fast expanding AI factions such as Almohads), would allow more room for AI factions to survive and grow.
The other area that needs a tweak to allow AI factions to grow like a human faction does is to increase it's use of trade and hence build income. A few changes to AI priority of building and unit construction will sort this out.
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