Assessment of the SSHIP v. 0.9.2
Over the last few years I have played a number of mods and submods to Medieval 2 TW, and other TW games (see here). The SSHIP is my favorite one and I’d like to share with you why it is so. I’ve made 2 reviews before – of the WtfN and the BC-B&S (links in my sig below). This one is slightly more structured.
Criteria
I assess any M2TW mod in 5 categories:
- Gameplay: is the game immersive; are you forced to play the best you can; is the AI and diplomacy reasonable; is there money-recruitment balance achieved; are the different mechanisms well interconnected and conditioned (like ancillary<>script<>usefulness for the player); are there pure stupidities or strategies open-to-abuse.
- Historicity: is the historical role-playing credible; is playing the game in a historical way rewarded; how does the turn of the events in-game reflect what I perceive historical, do the factions/rosters/provinces/resources/buildings feel historical to my taste, is there a good trait/ancillary mechanism that reflect things I'm reading in the books; is the map like a true map.
- Battles: how does it feel to play them; how does the BAI behave; are the units reasonable/historical/nice, how does the battlefield feel like (trees, hills, water); are there stupidities and bugs related to fighting.
- Artistic values: a.) graphics: how do the map, the battlefield, the battles, the units, the 2D pics look like (so all the stuff related to models, animations etc.); b.) sounds: music, voices, other.
- Technicalities: are there CTDs; how does the UI look like; how many bugs and unfinished issues linger; are there guides and explanations on how to play.
What I’m looking for in a Total War mod
I’m most interested in points 1, 2, and 5, while less in 3 and even less in 4. In particular, I’m looking for:
- A challenging game: I do everything I can to win. I don’t give the AI money for free, I don’t turtle just for turtling – I turtle because it’s a superiors strategy. The need to make choices: there shouldn’t be easy choices and obvious solutions, everything should come at a price so every action should be well thought-out.
- A feeling of “gaming a story as it was in the books on history”: the armies, the cities, the generals, the rebels, the crusades, the deaths, the civil wars and family feuds – everything should be there. Fast conquests should be possible but at risk of falling apart.
- Management of the faction: investing in the buildings, keep an order, safeguarding the borders) to be an equally important goal of the game as the conquest. I'm a Civilization-raised type of person (I mean: Civ 1 of 1991) that means I'm a devoted builder.
- An interesting development of the traits. The characters should take traits and ancillaries based on their actions. The traits should be historical (reflect the middle-ages’ reality according to our best knowledge of history), meaningful (each should be relevant for the gameplay), logical (eg. they cycle-of-life: young and middle-aged generals get the traits fast, but in the old age they're losing them; as a result the oldest generals should not be the best, but those of 30-50 old for fighting and 40-60 for governorships), producing consistent personalities (one general should not have completely contradictory traits).
- The relevance and interplay of various mechanisms in the game: everything should have consequences, no chrome just for the sake of chrome. Interactive events are woven into the fabric of the game, the scripts should have an impact on the traits, the traits should condition the options for the player of using a particular general etc.
- Battles that are played to win, not easy or based on exploits. Especially, I’m looking for the BAI behaving reasonably given the pace of the battles (in some mods it’s faster, in some slower). I think the battles are an exciting part of the game that makes the Total War games different from, say, Europa Universalis type of the games.
The best aspects of the SSHIP
- The balance between gameplay, historicity and role-playing immersion: excellent.
- Stability is impeccable – I don’t remember having a CTD, and the other players seem to share this experience, and keep on experiencing it.
- Gameplay is excellent:
- no stack-spam from both player and the AI, comparatively little wars and reasonably slow expansion of the different factions;
- the parameters limiting the player (availability of manpower/mercenaries, budget (income vs. costs), need to garrison cities, a challenge from the other factions) provide a very fine balance;
- for a good result a player must do all the things a ruler in the Middle Ages had to do: develop economy, keep public order, shepherd the generals, marry himself and have children, and obviously expand territorially – if one forgets any of those elements, he will have problems (it’s why some gamers complain about pope, usurper system, high unrest, or little money – I suspect they don’t pay attention to the details).
- Historicity is very good
- the map, the provinces and their capitals, the numbers of inhabitants etc. – I find the choices made much superior to the other medieval mods,
- the behavior of the AI in the game also feels quite historical (given the M2TW limitations).
- Of course, it can be much improved (it doesn’t match levels of EBII and it doesn’t use all tricks shown in the other mods like HiMA or BC-B&S or BGR, not to mention TATW), but overall the historical aspects are very much developed and well-crafted for the gameplay (only a few things exist only to be “chrome”, they’re here on purpose). Sometimes there’re glitches (like the Papal States taking over of half of Europe) but not many.
- City management system is challenging
- A very good balance of unrest, money, need to have right buildings etc. A small issue: for some big infrastructure buildings I’d make the time needed for building longer.
- The high natural unrest of the foreign provinces and the need to keep a lot of troops (or a very good general – the dreaded ones are useful!) is absolutely excellent. The only complaint is: you may convert the population too fast what makes it easier to conquer lands on the cultural borders.
- I also like very much that the settlements are "tall" financially: a small settlement provides little money, while a big settlement a lot of money. It means that the strategy of developing settlements (aka "intensive expansion") is equally beneficial to the conquests of new settlements ("extensive expansion").
- Budget is well-balanced: you can afford only a handful of the heavy cavalry feudal units, and you're able to build something only after loosing/disbanding a few of them. There’s always a balance to be struck between how many units you keep in line (expensive but safer), how much units you devote to keeping order in the cities, how much you invest in the buildings (but you’re vulnerable to the attacks). The idea Byg wanted to achieve in in BGR_IV is achieved in the SSHIP through simpler means that are intuitively grasped by a player (I hated to check personal wealth in BGR IV, and I hated artificial flat subtractions in the DLV).
- Buildings are ok: many different types, historical, tech tree etc. There’re little redundant ones. Admittedly, I’ve experienced some glitches as well, and I find SSHIP lagging behind the HURB (well, diversity in that mod is indeed impressive, and as a builder by nature I’ve enjoyed it a lot).
- Units are very good
- Years of development and dozens of modders contributed to the quality of this part of the mod.
- RR/RC fulfills its promises: the stats and comparative prices are well balanced.
- Access and availability are well balanced. In particular, there's not spam of units: you need to wait long for the elites' pools of recruits to be filled.
- Only very rarely there’re superfluous units (ie. several similar units fulfilling the same roles – what upset me in BC was a number of confusingly similar horse archers); or units that are never used because utility/price ratio is so low).
- The balance between prices and upkeep is ok, but with one exception: mercenaries have too low upkeep so that they’re used for garrisoning.
- People say the units are beautiful, but I didn’t have much time to enjoy it as I always play to win
- Battles are reasonably good within the M2TW engine limits. Heavy cavalry rules the battlefield, but missile troops can have a significant impact. The battles are fast-paced: you don't have much time to make hammer-and-anvil if your center is weak. To be frank, I’ve fought the first dramatic M2TW defensive siege battles only in the SSHIP. Of course, there’re tricks known to the player (indeed H&A, or shooting boxes) which are detrimental to the AI, but it's still better than I'd experienced in the other mods.
- CAI behavior is very reasonable even if not always perfect. The AI is aggressive and takes action when needed (especially the Papal States). The map is conducive to such AI behavior (it's not like in the WotN where huge distances make it unable to act decisively). Furthermore, the number of units and the pools' replenishment ratios are lowered that means the AI is not sending stack after stack against you. Also the growth of the AI settlements is kept in check (unlike in the Titanium).
- Comparatively few bugs – they’re reported occasionally, but in my experience, they’re very few. There’s definitely a need to fix them all, though.
- No obvious exploit strategies – as eg. I’ve seen in the HURB (building farms of forts for free upkeep, then gathering incredible number of reserve troops), or WotN (with high number of small settlements the game gives you free cavalry and you conquer further settlements without any army), or the new TW games in general (sniping group of armies strategy). Well, some problematic things still linger (as Alavaria’s campaign shows: with some guild mechanics and bugs in Loyalty traits), but they’re not easy to exploit.
- OST versus castle-city: is realized in the best way, IMO. On one hand, you’ve got good units (heavy feudal infantry and cavalry) even from the cities, on the other castles still give much more and are indispensable. A faction without a castle (or with a small one) is not doomed, but then conquering or building up of a castle gives a clear advantage and should be a priority. The castles give less money, but not dramatically less. Anyway - balance is needed, and balance is possible to achieve.
- No forts – removed the advantages for the human player to block chock-points, made AI behavior better, and lowered the number of the siege-battles. This is a good solution, even if I think leaving possibility of building them with a prohibitive price would even be better. (I also think that the Watchtowers should be more expensive - this would provide the player with feeling of building up the realm and would make him thinking if another watchtower is needed). However, I admit that the system in Titanium - a few permanent forts in place of historically important cities - is also a very good idea.
- No free upkeep – well, in reality, you have to pay all the troops, don’t you? The unrest in the settlements makes it indispensable to keep some forces as garrisons making you prepared for a surprising enemy attack (and enjoy defensive siege battles where you actually have changes) or a need to quell a rebellion in the land.
- Good balance between autoresolve and the benefits of fighting the battles personally. You don’t need to fight battles if you’re in a clear advantage, but there’re benefits if you do while having a similar army.
What’s good, but could be better
- Diplomacy I find to be a weaker side of the mod. I think it’s partly because of reputation mechanism – you’re doomed to have it very low. If a war breaks out, it’s very difficult to make peace, what unleashes a vicious circle: it results in lower reputation, which resulted in fewer possibilities to make other deals (eg. peace, marry a princess) and so forth. I also find prices for diplomatic relations sometimes strange: some actions are cheap (bribing pope), but some are irrationally expensive.
- Papal State’s behavior – while the Papal State is very aggressive and conquers large swathes of Europe, it’s comparatively cheap to get reconciliation and there’s an easy way to get rid of the pope by taking Rome for a faction close to Rome. I think is that this part of the game should be a priority to fix: the pope should be less militarily aggressive, but not forgiving transgressions like taking Rome. However, it should be crafted in such a way that you don’t resort to sending a pope to a small island – I find it to be an exploit.
- The snowball effect is already reduced in a right way. It’s not an artificial additional money on more settlements (as it was, eg., in the DLV), but it’s based on the need to have more garrison to keep civil-peace what results in the provinces on the outskirts generating loses (see the financial data in my Polish campaign).
- Prices of mercenary units – I really do like prices of units, especially big differences between feudal ones, professional ones, and the crappy ones. I like the fact that feudal units and upkeep is almost the same, while for the other types it differ (as it prompts a historical behaviour of disbanding feudal units after the war). However, the recruitment prices of mercenaries is sometimes prohibitive, while upkeep perphaps too low.
- Fast religious conversion – after conquering a region its population doesn’t stick to old faiths. A Limited Assimilation script is badly needed since for now, you can change the religion of a province within few turns with a few crappy priests.
- Usurper/civil war mechanics enhance the role-playing of the factions and provides for historicity. This was one the main mechanisms preventing the creation of large empires in the Middle Ages and should be made even more important in the SSHIP. However, it should be fixed first to prevent players from resorting to a-historical decisions as killing all the rebellious generals.
- The number of agents – as the game progresses, and you get over 10 settlements, you’re losing the control of the agents. Their numbers should be lowered (it’s fixed in a tmodelsk minimod), although they should stay in the game (the solution in Thrones of Britania doesn’t look optimal).
- Princesses – they’re not part of the game now, because their traits are low and random (due to the broken Antitrait mechanics), and because apart from the initial play it’s very rare to meet any AI princess or unmarried FL/FH.
- Traits – well, it’s what I’m modding and I’ve solved the most irksome problems (eg. Drink/Sober), but there’re still many. Also, ancillaries need revamping, including provincial titles and crowns. All in all – a cohesive system (from the gameplay perspective) with the interplay between various traits and ancillaries should be elaborated.
What changes I’d like to see in the SSHIP in future
- Those things above that could be better – should be better ;-)
- Even more historical things, like the proper names for the provinces, or amended spots on the map, or maybe some scripts.
- Fixing the biggest un-historical thing that is in almost every M2TW mod: the possibility of the creation of stable big empires. The Alavaria campaign (199 in 187 turns) is extreme (players, fear not - he's exceptional! You won't come to such a situation with the SSHIP), but I think that even moving beyond 10-15 settlements should be difficult (it's not: see here). This is because the internal politics has always been a problem in the Middle Ages. At some point, there always was a son / relative / general who thought he'd be a better king. There's always a party within the empire to support such a guy. And the life of an exceptional king was always limited– his sons (or grandsons, at worst) used to be inferior or contested. Therefore civil strife and civil wars should be the major problem for any faction – and the bigger the faction the bigger centrifugal forces. Keeping an order in the conquered provinces should also get more and more difficult. To be sure, the SSHIP moved closer in solving the problem than other mod (but EBII and BGR), but it’s still possible to get a pretty large empire. The recent work on the Usurper-Loyalty system is a move in this direction. Perhaps it should be optional to make it easier for the players who don’t want to have any problems with making those big empires in the way as it is now with the scripts to the BC-B&S). (The only mod that made it really difficult to create a big empire was, afaik, BGR_V).
- Factions’ rosters reviewed, adjusted, updated. They should be even more historical, but they should still pose challenges. For instance, I really like that Hungary has to struggle with light bow troops against armored neighbors. Or that the Poles don’t have access to good archers at the beginning (well, they do get it soon… to soon ;-).
- Guilds don’t feel much historical at the moment. They should be modified, and the probabilities (points) should be reviewed and adjusted. Actually, this would be a big project.
- More interplay between various mechanisms, for instance between traits, usurper scripts, interactive events.
- Mechanisms known from other mods would be welcome:
- One-building-type recruitment system – modified as I’ve described here (so a HURB type), to be used together with
- Governor script (or Limited Activities, a submod in the base SS): recruitment and building only with a general present in the settlement. One should be cautious though to implement it in an AI-neutral-way as Byg did it (see a bud of a discussion here).
- Captain script: you may attack an enemy only with a general in the army (done recently in BS-B&S, while the idea was present in the BGR as well)
- Supply system – a good form was in the BGR, but a better one is a simple version included in the tmodelsk minimod collection.
- Longer assimilation – achieved by submod or through other means (BS-B&S recently)
- Automatic garrisons to prevent the player from taking the cities too easy – as it is in many mods, including tmodelsk minimod for the SSHIP.
- Costly and long-lasting sieges – as it’s now in the BC-B&S, but modified and related intimately to the traits and ancillaries. This would make a preparatory phase before going on the offensive more important, also the siege engines would be more cost-efficient.
- Miguel_80 scripts included in HIMA – eg. related to the marriages and diplomacy, rulers coronation.
- Royal Ladies of the Court submod (SS, also in Titanium) – with the fix of the Princesses it would give another dimension to the game (10 years ago the DLV tried to provide for it). It could be also done with a simple means of having an interactive event.
- Interactive events could be more numerous (like Almsgiving in the BC). This would spice up the gameplay a bit.
- Some BGR IV_E tweaks (suppply costs, payments at Coming of Age and marriages - but not many more, read my thoughts on the BGR here).
- Some more esthetics: I think 2D units’ cards could be improved to add immersion (some look terribly, eg Magyar Cavalry looks like a scarecrow), maybe also other elements.
Ok, that’s for now. For those interested, I’ve made a short report on my Polish campaign with lots of data – might be read here. Comments are obviously welcome![]()