Originally Posted by
RubiconDecision
Sorry to double post, but I felt it better to respond here than in a pm. It may be that those folks who enjoy this submod may have some thoughts about an idea I've been using while moddings. It certainly is appropriate for your submod given the lack of gunpowder troops.
It's always bothered me that it's too easy to assault a huge city, when in fact in history, barring tunneling/mining operations, the opposite was the case for medieval cities like Constantinople. As I see it, there are two major things to deal with. Let's start with what I know how to fix first.
1) The firing of roborarchers and cannon towers should significantly whittle down attackers. In most mods the wall strength of huge cities is too weak and/or the gates and boiling oil. This is pretty good from what I can tell from playing numerous defending battles trying to protect a huge city, as well as trying numerous times with a very strong force to assault a huge city. It seems like it takes three trebuchet to do this well...which is a good thing.
A smart attacker will choose to assault the sides and corners with their trebuchet, and in so doing avoid the trebuchet and some of the ballista fire. So it's not impossible to siege a huge city, but costly in terms of lost soldiers. In playing this way, the AI does seems to intially plant their soldiers TOOO CLOSE and so that results in them losing some soldiers while they relocate. In a perfect world, the Battle AI could be adjusted for the huge city with trebuchet/ballista towers and so deal with it better.
What I've done in the past is alter the desrc_walls file such that on the huge level the roboarchers are firing ballista shot from the main roboarcher towers, then I've altered the cannon towers to fire trebuchet shot. Now both of these are slower firing which helps the attackers, but does result in many of the rams and siege towers being annihilated by the defending artillery attack.
I would consider changing Jerusalem, Cairo, and Constantinople to much higher population cities in the descr_strat and with huge city walls. I know that Jerusalem was a city of at least 30,000 at the time period in question. The actual number is difficult to discern. There may have been as many as 2,000 sick sometimes. That may be hard to fathom for some who think squalor is too high, but that actually happened. Realize that not only the locals were sick, but any visitors because of trade or pilgrimage too.
Anyway, by increasing these cities, they should be more difficult to successfully take. I would think even with two full stack armies attacking Constantinople or Jerusalem that a good defender could successfully repel them, or like the film Kingdom of Heaven, make the attacking general think twice about losing so many soldiers to take it, that in turn the city could be retaken by another (that is without garrison scripts).
2) I've been trying unsuccessfully to alter the deployable area around settlements. I think it's possible to do this in IWTE. What this would mean is that the attacking army would be forced to deploy much further out with their trebuchet and catapults plus their siege towers and rams. All of that would bog down an attacking army, and they have to carefully use their cavaly especially cavalry archers in case the defenders sally to counterattack. Apparently one can alter the Battle AI and place the attacking AI much further back in this way as an alternative to changing the deployable region.
Doing both things would make for THRILLING siege battles. In vanilla games it's rather a foregone conclusion that the attackers will be able to defeat them. In your submod, it should be much more difficult.
Why does this matter? Well there shouldn't be big changeovers in the control of provinces. Instead each kingdom should have to struggle to gain territory. Otherwise a quick win plus sacking destroys other kingdoms...a problem seen way too soon with the Turks.
Though some people hate fortlitter, I've turned on fortification recently. I'm think the AI should be able to build at least wooden forts for pinchpoints, but intentially adding more stone forts in the descr_strat. This is especially important for Armenia as there are two places on the border that soldiers can spill across, but they can and should protect themselves.
Poking around in the data files, the settlements include stone fort a and the knightly order fort. So I'm thinking of creating some of those in the Levant. The most likely place is at the inside end of the bridge to Jerusalem. Surely it would be wisdom for a stone fort to be there. By doing so, the KoJ could choose to fight attackers coming across the bridge (which would surely kill the attackers), or they could retreat to the fort and wait for reinforcements.
While I'm not big on the idea of lots and lots of forts, I think a few are in order. Think how vast it is across the desert and the difficulty of getting troops from one water source to another without many soldiers perishing from dehydration. If you ever put in supply traits, then for sure you'll want those forts to resupply troops.
The reason I'm not big on too many forts is that open field battles are much more enjoyable and cerebral to win, for there the terrain, range of soldier's arrows and artillery, the speed of cavalry or lesser armoured troops are all significant factors. It's good to not put in too many forts, but some are needed in order to prevent the loss of Kingdoms.
I added in the alternative autoresolve and this makes it far more difficult to take cities.
One other thing you might like is a special but very weak garrison script. What happens is if the city is attacked, then every man who can bear arms seeks to protect it. This is good in two ways. For the attackers it means racking up lots of kills. For the defenders, all those human fodder blocks the entrance of troops and can surround cavalry and kill off generals if lucky. This is far more realistic than suddenly having 10 professional soldier units. One can also garrison script spawn troops immediately outside the city. Smart attacking generals may elect to fight a night battle of those spawned outside, but this still slows down the siege. If they don't do a sneak attack, then the spawned troops outside the city will attempt to run into the castle and now you can have more than twenty units within the settlement. See how that can be better? It's as though the locals see the advancing attacking army and have rushed to protect the city. The city being a capitol makes a lot of sense, I think.
It would certainly make sense to turn on hording in the sm_factions file, so that if a kingdom is eliminated, they spawn and relocate such that they can end up taking a weaker undefending settlement, and therefore stay in the game much longer. Doing this with some artillery means they might attack and siege a settlement in one turn and so have a new base of operations.
The siege of Damascus early on...I wonder if both armies shouldn't attack Damascus to minimize casualties for Yussuf bin Ayyub. Wouldn't that make more practical sense rather than the other army standing at the border and threatening Jerusalem? Why not use both armies? I can't think of a good tactical reason not to use the other army. So when Saladin is relocated with those troops, why not spawn and attack Damascus with the second army as well?