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Monastaries. They're a trade off, you lose one of Baron's only non-awful units yes but you get a citadel, gold income a temple and semi-ranged freespawn. You also forever deny the ancient forest to any other faction. Plus it fits with his "Taming Elysium" theme. I will however add a recruit for Unicorn Knights that's templerec, so you don't completely lose out on a good unit when you develop ancient forests.
Royal Guard were intended to spawn on the king and his family, but it would probably have to be an event and those are SLOW. I do agree, so I'm making them an expensive option for Kings with more more money than citadels, the merc offer will still be there too, for extra guarding where needed.
Levies cost gold because you have the same thing (but a little weaker) for free. It's another trade off gold for extra protection, near your castle it won't be needed but a village near an ancient forest? I do agree that a core part of the class shouldn't be quite so underpowered, so I'll remove the apcost instead. That way you can levee up and then attack an nearby settlement on the same turn.
Knight recruitment is mostly so you don't have to micro a ferry from your home castle to wherever you want a vassal. You can recruit as close as you like and not have to wait for conscription to pop either. Will add another higher number merc offer for kings.
I'm glad yuo you found my suggestions resonable.
So while I have yuo here, might I suggest something for cities and the baron?
The base of the idea is similar to the baron and the vassal, except rather then it being for hamlets, it's for cities, and rather then it being for extra money, it's for aditional and better conscription, much like making vassal, the baron(king, prince,queen) appoint a burgomeister over a city, except that rather then getting extra money, they get conscription from the city at the expense of slightly reduced income, gets the following units for conscription: 2 Pavissers (esentialy tower shielded swordsmens, so a middle ground between swordsmen and heavy infantries) 2 Militia pikemen (think pikemen but with no armor and worser moral) and 1 crossbowmen, the goal of this is to make consciptrion a bit more flexible, by alredy including both raged units, second-line units, and pseudo-seige units, in it, obviusly the later the era, the more inclided the player will be to do this as there are more cities, this is intended, frist because there will be more stuff with walls to take, and second, because it depicts the actual irl shifts in army compusition as time whent on.
the above suggestion while i think has it's worth in terms of novelty, the more i think about it, the more doubts i have, largely because the balincing of income loss to units gained, has to be verry ,well, balanced, otherwise it becomes a trap ability, that harms the player more than it helps.
Still haven't managed to give the alchemical fire trowers a propre spin, been both busy, and falling down the S.T.A.L.K.E.R. pit, but I should be able to play soonish
The idea of a Mayor type commander who gives bonus income and has some development and defence isn't a bad one however, maybe he can upgrade a town to a city and give recruitment for some new units etc... I'll have to experiment with this as finding a balance with development stuff is really hard, it slowly turns CoE into civilisation if not properly managed.