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Thread: Removing armourers and blacksmiths

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  1. #7

    Default Re: Removing armourers and blacksmiths

    Interesting comments! I would like to mod my installation of MTW XL for a better balance. I also have one's eye on commerce; as we know the AI isn't able to manage commercial routes properly. It's true that VikingHorde tried to resolve this problem and I have seen some factions deploying ships well (for instance when the Danish or other faction gets 6,000 florins in Saxony!).

    I would want to change the current system of commerce. If you look at it from the historical point medieval kings/rulers didn't profit from commerce in this way. They weren't merchants (well you can argue the dux of Venice); instead of this they collected taxes from these activities. The Merchant line of buildings could be dependant on a "commerce" resource and receive a fixed income like mines. A better option could be add specific merchants (wool merchant, silk merchant...), then in a region like Flanders more specific merchants would be available reflecting its rich commercial/industrial activity.
    But, what is the limit of buildings in the Crusader_build_prod file?

    I also think that agricultural income needs a balance. For instance in most games the Spanish becomes a superpower in part due to the richness of their lands.
    Last edited by Belisario; 01-04-2008 at 19:21.

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