this is very anoying,there are too many rebel provinces,and it takes a lot of time till i can have wars with other kingdoms,because the all always focuses on destroying the rebel settlements,my point,too many ebel settlements make the game borring
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this is very anoying,there are too many rebel provinces,and it takes a lot of time till i can have wars with other kingdoms,because the all always focuses on destroying the rebel settlements,my point,too many ebel settlements make the game borring
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What do you expect, to make every fation start as an empire, or every possible settlement to have its own faction, beyond the hardcoded limit ?
Now in my Khwarezm campaign i dont wage war, i just move arround my 1 strongest available stack accompanied by militia/levy stack to protect from eigther Seljuks, Omani or Ghaznivids from attacking me, and 1 mercenary stack to keep an eye on my back (where my 2 stacks are in Ghazni lands, mercs watch Seljuks).
And now i see Kypchaks stack near Khiva... I have alliance with them all (VH/VH alliance) and its my 4th alliance with Ghaznis thanks to Omani, who kept attacking us both and signing peace... lol
Patronised by Voltaire le Philosophe
Therefore One hundred victories in one hundred battles is not the most skillful. Seizing the enemy without fighting is the most skillful. War is of vital importance to the state and should not be engaged carelessly... - Sun Tzu
Orochimaru & Aizen you must Die!! Bankai Dattebayo!!
or stop focusing on the rebels and attack other factions as soon as you want to provoke war. I don't get it...
EDIT: I guess let me expand my remark more informatively. Numerous rebel settlements are for those of us who like slower game development, however that should not stop those who want war already from 2nd turn. AI faction will result in attacking rebels only as optional measure, if they are not in war with someone else.
Rebel settlements are their for a wise reason, if you'd wage war with other factions in the beginning you would have no money while on the other hand the AI has a money script which means defeat at first glance, they are their to make you further expand your economy at the start of the game or you might perish from debts.
Reap the promised end to the struggle. Reap every point on our linear path.
Reap the smiles in time we borrow, every harvest relies on the last.
Reap the promising song of the sparrow, that they learned from the birth of sea.
Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
came out on top of what was borrowed, and found all that beauty to be still...
Don't play the mod or make your own![]()
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maxstill your crazy.
maybe,who knows but that wasn't my point![]()
Maxstill has a point. Sometimes the early game, especially out east can be quite repetitive and predictable due to the large "rebel gap" between factions. The 2 main reasons for this is the overall settlement count and fewer factions.
For example simply adding a faction like the Atabeg of Azeribaijan will allow us to shift the great seljuks more east and south and make the Khwarezmian campaign a lot less rebel stomping and a lot more varied due to having to deal with the Seljuks sooner. Adding faction like the Rus and Volga bulgar would make the Kypchak campaing considerably less bland and add a tonne of competition. Same goes for adding factions like Zengids, Yemen, and stronger north Rajputs.
Aside from that, the only other way to reduce the rebel pwning is simply to reduce the number of settlements. Which I'm not against, but the historical bones in my body ache to see some historically significant town or castle being removed for gameplay. I will ponder on it.
I'd disagree that it makes the game more predictable - I'd say it makes every game more unique as you never know who will expand where. Sure there are some areas which almost always get dominated by the same faction, but lots/most get conquered by different factions in every game. It also depends on the player's actions. Like in my Kypchak campaign where I rampaged all the way to India I left huge power vacuums in the central map area, which has led to the Crusaders conquering all of Syria and Iraq as far as Baghdad, and the Omanis expanding into Shiraz and the ex-Seljuk territory. I reckon you just about struck the balance. I've realised that BC is the only mod I've played that doesn't really need improvement
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Terror of the Steppes: a Kypchak AAR
Check out my tutorial: how to change one faction into another HERE
lol no
Negative. Ghorids allways rush Delhi. Ghaznivids allways go Bukhara and Herat, than more to south. Rajputs conquer arround, Miliks allways goes north till they meet with Ghorids. Seljuks allways go for Shiraz and Southern Iran and a lil bit to Georgia. Georgia allways goes more south than north. ERE pushes Turks, leaving Cumans to their own. Armenia eigther goes for ANtioch or fights Turks, Turks goes for Armenia or Edessa. KoJ usually goes for Antioch and Aleppo. Ayybids hits Mecca, or wages war vs Makuraia and KoJ. Makuria goes up the nile rather than rebels arround that Ayyubids. Abbasids goes for Omani or Seljuks. Omani expands in Arabian penisula and all that Seljuks, Ghaznivids and Kwarezm leaves for them than attacks Seljuks (or my Kwarezm empire). Ghaznis wars with Kwarezm or Ghorids, depends who has weaker garrisons.I'd disagree that it makes the game more predictable - I'd say it makes every game more unique as you never know who will expand where
Unless you rush with conquest, or make lots of diplomacy, game allways goes the way i pointed. Atleast in my games that is.
It doesn't always go a certain direction. Perhaps 60% of the time it goes the same way, I'd estimate. Which is far from always.
But we can all agree that more varying campaigns the better. One idea that I could add into 1.5 is to randomly "roll the dice" and have faction start armies vary for every faction totally dependent on chance. So some campaigns I'd spawn a faction extra units, and other maybe other factions would get extra units. That way each time you open up a campaign, you might end up with totally different challenges and campaign expansions.
Last edited by Miraj; June 08, 2008 at 06:39 PM.
I dont think that would work. AI has its money scripts, so starting army wont make much differance. Only slow down or haster AI expansion/war in expiriance/opinion
Rebel settlements give me the ability to expand without provoking my neighbor's, which I like quite a bit...![]()
I'll fight the bloody turk's when im ready to fight them!![]()
I don't understand Maxstill's point. If you want to fight another faction straight away, most faction can do that in the first turn:
ERE-Turks
Seljuks-Abbasid
KoJ-Ayyubids
Ghurids-Ghaznavids
The other factions also borders each other after they conquer a town or two, which usually is within 10 turns.
Think of Genghis Khan, he has to unite the Mongol Tribes first before he can march on the world.