Conquest of Elysium 5

Conquest of Elysium 5

CoExpansion
DeX 12 Sep, 2021 @ 7:13am
Baron feedback
ok so after giving the baron a spin, i have some feedback to give:

Monastaries being tied to ancient forests is a nice idea, while i have my issues with it in general, it's interesting enough by it's self, however, building a monestery deprives the baron player of one of their best units, the unicorn knight, while this is done in exchange for extra money, and free spwan units, the issues is that said free spawn units spawn at the monestary, and are not part of conscription, wich imo should be changed to that, so that there is a greater efficacy in action point usage in relation to units.

Royal guard, interesting concept that peters out fast, by the time a player can unlock a royal guard unit they are much too weak and much too rare for any real use, rather then being a mercenary recuitment option, they should be made a (pricy) addition to the main roster of recuitables so that the barons new found economic might be better utilized.

Levies costing money: while seemingly minor, and not as central as it used to be to the baron now that most settlements spawn a town watch, i still recomend they costing nothing, having ever so slightly better defended settlements is a huge bonus for the baron, since it allows yuo to play more aggresevily with him rather than creating a "police force" army to deal with any stronger-than-a-deer pests, the 10 gold cost scales rapidly specially if a player decides to opt for a slightly more tall play startegy (focusing on upgrading hamlets) adding an uneccesary punishment for a faction that is already punished for slightest bit of slack.


Mercenary recruitment of knights: to be as candid as possible, they are a bit of a pointless additon, they do not come in significant numbers or at a sufficent discont to have any real use, cavalrymen have fast, making them execellent for a high lord recon force, but knights do not, even has loss replenishment thing, they are useless, if conscription is not providing the addequet numbers of knights, it's either early game wich usually means not enough money to but them, or late game where they are dying in droves by wich point the mercenary recruitment is woefully insufficent, my recomendation is a better discount and in's stead of Knights make it cavlarymen that will at least give them a situational usage to make a cost effective highlord recon-in-force/raiding army.

with all that said, still the rest of the baron additions are excellent, the queen, prince, alchemist interactions are verry good. tough i have yet to give a good test run of the alchemical fire throwers. Hope yuo continue the good work
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Nethermind  [developer] 20 Sep, 2021 @ 10:38am 
Thanks for some well formatted and constructive feedback. Sorry about the late reply, only just saw this post.

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.
DeX 27 Sep, 2021 @ 5:57am 
Sorry for the equally late reply.

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
Nethermind  [developer] 28 Sep, 2021 @ 2:09am 
The main issue with these ideas is that conscription is so hard coded I can't add units to it, or really change anything about it, this is true of any 'event' in the base game.

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.
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