JoC home rules for playing a game without exploiting the M2TW engine deficiencies
They’re introduced because of the limitations of the M2TW engine. Any modding team tries to make introduce limitations on the player through mechanics of the game, but it’s not always possible (and many moders often don't bother). In particular, the AI is dumb on some issue and the player may exploit its stupidity. The AI does not learn from its mistakes, while the player does. Thus home rules are needed.
(if you'd read this entry before, you may now pay attention to the new rules that are pretty significant for the gameplay: 13 and 14)
Thou shall not:
1) Deliberately kill a bad general.
(this includes a FL with low authority, a rebelling general, an old general, and could be done by sending him on a ship to fall prey to the pirates / enemies, or sending him alone to a hopeless battle, or just suiciding him in a battle – all of what is ahistorical and counteracts the game mechanics designed by the moders).
How a moding team could make it irrelevant: make killing a general a bad choice. 1) difficult or impossible to pull off (lower movement points - done in the SS for eg. generals with leprosy), 2) even less desirable than keeping him alive (A. even old generals provide significant benefits for the player (eg as governors); B. any new FM is related to high initial costs, a death of a general is followed by some nasty things: the lower authority of FM etc. - all in all a high frequency of deaths and new births is costly).
2) Send armies on expeditions without a general
(this rule is equivalent to the BGR mechanics of easy rebellion of troops without the general. Unfortunately, this mechanics should not be used since the AI cannot handle it what would result in his armies rebelling very often).
How a moding team could make it irrelevant: it's enough to make it impossible to attack an enemy without a general (done in the Broken Crescent - Buff&Shine). This works also for attempts to quell rebellions inside the factions' lands.
3) Change the production / recruitment in a settlement without a governor inside
(this rule is equivalent to the SS mechanics of limited activities. This makes the role of the FMs more pronounced)
How a moding team can make it irrelevant: introduce the limited activities mechanics into the mod (done in the Broken Crescent - Buff&Shine in the best way: the potential of recruitment (unit pools) still fill in without a general, but for a recruitment a general is needed; I find the BGR way of dealing with recruitment (only 3 PTF-holding generals can do it, and they have to be in the settlement all the time) to be an inferior one.
4) Give more than one provincial title to a general, use a provincial or ministerial title by an FL
(this concerns transferable titles present in the SSHIP and other mods: there’s no way to prevent a player from stacking titles)
How a moding team could make it irrelevant: add an additional trait that provides benefits from having any PT but making any additional irrelevant (it'll be added to the new version of the SSHIP).
5) Keep any agent with an unloyal general for the purpose of preventing him from rebelling while traveling outside of a settlement; you may keep a spy with him for another reason
(e.g. defense against foreign agents, but not to make up for his lack of loyalty what can be an easy way to conduct far-away operations risk-free).
How a moding team can make it irrelevant: limit the number of the agents available for a faction (as done, for instance, in the RoTK). But it’s difficult to eliminate it altogether and might even.
6) Kill an enemy agent with military forces
(the 9th field method; to kill enemy agents you need to have a good assassin: laborious, expensive, risky, with possible negative side-effects).
How a moding team can make it irrelevant: make it unnecessary (eg limit the number of merchants).
7) Send a merchant to a currently not-visible resource to push out an AI merchant standing there
(it’s a method to take over a resource without an attempt to overtake his wealth what is often risky for the player and requires a good merchant; the AI is often so dumb not to retaliate even if his merchant is much better – he just walks away to find another resource)
How a moding team can make it irrelevant: make it unnecessary by limiting the number of merchants.
7a) Put a merchant together with a military unit on a trade resource to prevent a take-over by an AI merchant.
8) Use units on a crusade/jihad to fight a friendly religion faction
(Catholics vs Catholics, Muslim vs. Muslim – it’s ahistorical)
How a moding team can make it irrelevant: introduce script for disbanding the units after the crusade/jihad is concluded.
9) Sell peace for money to a far-away enemy who is a target or just after being a target of a jihad/crusade
(the AI is often unreasonably desperate to make peace given the number of factions he’s at war with)
How a moding team can make it irrelevant: I don't know.
10) Keep on offering generous offers in negotiations with an AI while he is artificially blocked from making a deal
(this raises your relations with this faction without need to pay money, and you can do it many times)
How a moding team can make it irrelevant: I don't know.
11) Bait an enemy garrison out of the settlements by stationing a weaker army outside the enemy gates
(the problems with the AI unable to correctly assess the strength of the forces is shown here)
How a moding team can make it irrelevant: I don't know.
12) Build the watchtowers just to entice rebel armies
(especially you don’t build two of them close enough to each other, so that the rebel stack would just wander from the first to the second (and back in the following turn), therefore not only leaving your province capital alone but also not even causing devastation)
How a moding team can make it irrelevant: raise the costs of watchtowers, lower the devastation (but in both cases it might be unwelcome for some other reasons).
13) Retrain the high-experience small units (only merge with the new ones)
(The new recruits should not have the same experience as the veteran soldiers in the units. You cannot make 120-strength golden-chevron unit out of 10 golden-chevron veterans. They may get an initial training - but it's provided by some buildings. Then they should be merged, accepting the lower experience of the new unit. The soldiers in the units in the M2TW live forever anyway, what is not realistic. (Some other arguments are here)
How a moding team can make it irrelevant: not possible, afaik.
14) Neither send the foot javelinmen or archers behind the enemy lines to shoot in the enemy backs, nor shoot the javelins or arrows in the back of your fighting troops engaged with an enemy.
The javelins were historically used to soften the enemy lines before the battle. The troops with javelins have almost always very low discipline and moral - it's very un-historical to expect them to dare to go behind enemy lines and fight then - they'd flee beforehand. In a similar way: it's unlikely that the javelinmen would hurl the javelins in the backs of their own companions.
How a moding team can make it irrelevant: not possible if you want to have javelin-armed units.
15) Use ballistas to fight inside any settlements.
(it can be used in a really un-historical way, and the AI is unable to prevent it).
16) Thou shall not trade maps.
(it's very un-historical - nothing like this existed, the knowledge of geography spread with the movement of the people, and the AI pays too much for them).
17) Thou shall not trade settlements with the AI, unless it is included as a part of a peace treaty.
++) Use other obvious, outrageous, even if forgotten exploits.
For instance, some are described here.
Here is a 2022 discussion of potential exploits of the Crusades (free upkeep for the armies, giving out the goals of the crusades etc.).
--------------
I'd welcome comments and proposals for updating this list :-)
JoC