Results 1 to 14 of 14

Thread: Do city values vary by faction?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Do city values vary by faction?

    Fantastic mod by the way, have played a few so far and this one is out and out amazing. A more impressive and higher quality mod than any of the Kingdoms campaigns... everyone involved in making it deserves the highest praise.

    I've played campaigns as the Ghorids, Georgians (twice), and as Jerusalem so far. Sometimes on H/H, sometimes on VH/H.

    1) Sometimes I've captured cities and they've been worth almost bizarrely low amounts. Playing as Jerusalem on VH/H I blitzed down from Kerak with the elite units in that area and grabbed the northern Arabian cities to block off Ayyubid expansion there. I was displeased to find that the cities were all next to worthless, with Medina being worth ~200 florins/turn and Mecca being worth 17 florins/turn--- not enough to justify any kind of infrastructure buildup and barely worth hanging onto.

    In an H/H campaign as Georgia I had grabbed all the local neutrals, but was in an Alliance with the Kypchaks and the Seljuks (after meeting a slow Vietnam-like demise in a previous VH/H game where I rashly courted war with the Kypchaks before I had built up after seizing the neutrals, and lost to them on the plains even though I had a 5-7 province advantage over them and a rather sweet uberstack led by that 2nd generation Georgian leader who gets to 10 stars easily... my armies bogged down on the plains and I was unable to effectively defend my territories, necessitating a dispiriting pullback to the caucuses themselves) anyway, in this latter) blocking nearby expansion. I built up economically, but became concerned about Islamic dominance as the Ayyubids swallowed Jerusalem and the ERE came under heavy triple fire from crusading armies, Kypchaks, and Turks (Armenia was doing remarkably well though, go figure)... long story short I sent a fleet to sieze Iraklion and Rhodes and the unoccupied half of Cyprus (remarkably still neutral) as stepping stones for potential intervention in the Mediterranean... only to find that Rhodes was worth a large NEGATIVE value, something like -200 florins per turn, and Iraklion was worth some paltry number like 47 or 100.

    I'm assuming that Rhodes, Iraklion, and Mecca aren't worthless for everyone and there's some kind of distance or faction based penalty at work here... does anyone know what the deal is on how this works?

    2) I'm assuming that the lack of priests/imams was a (good, IMO) design decision, but am I correct in thinking that there is no religious movement until a city is large enough for third tier religious structures or monasteries? It's a bit odd that 1st and 2nd tier religion structures seem to provide no bonus, and a bit counterintuitive that an invading power can religiously assimilate large cities with ease, but cannot do anything about small cities unless they grow large enough.

    3) Count me in as all for the augmentation of the AOR system that is planned. While I'm a big fan of the idea behind AOR, it is "a bridge too far" to have castles in invaded territory be utterly worthless--- I'm sure that most of the most logical fixes (such as, have the units be "local", and be more expensive and available in smaller quantities... or give each castle its own dedicated regional merc pool, enabling castles to augment the "rely on mercs" strategy that works well for expanding past your borders, but is usually of limited use for sustained fights, even in Merc rich areas like the steppes) or only letting castles build units when there is a degree of local religious conversion) are difficult to program, but some sort of fix is badly needed to minimize the sometimes ridiculous shuttle effect.

    4) Unit balancing: Are some units as imbalanced as they initially appear, or am I not considering the subtleties sufficiently? Playing as Georgia I was struck at how bad of a bargain the spearmen seemed (4 attack for 200 florins upkeep), and how bad a bargain the tier 3 archers (dismounted horse) seemed (300 florin upkeep for a VERY minor improvement (melee attack and maybe armor were the only thing that was better, if I remember right, and those not by much) when compared with the 200 florin upkeep archers. Also, Javelineers always seem to have really impressive numbers relative to their price. Playing as the Ghorids it felt almost unfair how many nice units had 80-120 upkeep costs. Of course a bit of imbalance is to be expected (in the case of the Afghans this surely reflects the way the faction is portrayed and their historical strengths) but when, as with the Georgians, units seem almost hopelessly poor value when compared with other units within that faction it seems a waste.

    But then, how big of advantage are spears? How do the mechanics on that work? I know they do fairly well with cavalry (though I had an 11 man general unit on a suicide mission (bad stats) kill 70 rebel spearmen with one casualty via repeated charges), but maybe they have some kind of advantage against infantry too? When you look at Khevsur swordsman numbers vs the spearmen numbers for the Goergians, it's hard to justify the spearmen ever being used except in absolutely minimal anti-Kypchak numbers.

    Curious if there's a consensus on whether this kind of thing is imbalance or if it's more balanced than I realize.
    Last edited by Bulgaroctonus; July 07, 2008 at 11:54 PM.

  2. #2

    Default Re: Do city values vary by faction?

    1) The proximity of a city to your capital results in changes to their unrest ratings and corruption ratings. A city far away from your capital will suffer far more than one close by.

    In the future we'd like to feature buildings that combat these factors, but in the mean time maybe 1.5 can see a decrease in the steep climb of distance ratings.

    2) We're bringing priests & Imams a little bit earlier in access. That is true about a large city..I'm not really sure how to answer it right now, except to say that we want to have conversion be a much slower process than it was in Vanilla.

    3) It was a bit faux paus to have AOR without regional troops, thankful to be remedied. We will have ways of decreasing the shuttle effect, however players who want to keep an entirely native army will have to shuttle troops - They'll be able to access at the very highest AOR tiers a very limited amount of troops native to the invaders, but it will take longer to build up a new army made up entirely of them than it would to ship them from home.

    4) We're implementing a thorough balance with costs and attack rates. It's led to battles being much more tactical and done away with many of the peculiar unbalances. Part of that deals with making spearmen much more effective in a certain role than swordsmen. Strelac can describe it better than I, as he Grandviz and Kinniken worked on the system.

  3. #3

    Default Re: Do city values vary by faction?

    Quote Originally Posted by Ahiga View Post
    1) The proximity of a city to your capital results in changes to their unrest ratings and corruption ratings. A city far away from your capital will suffer far more than one close by.

    In the future we'd like to feature buildings that combat these factors, but in the mean time maybe 1.5 can see a decrease in the steep climb of distance ratings.

    2) We're bringing priests & Imams a little bit earlier in access. That is true about a large city..I'm not really sure how to answer it right now, except to say that we want to have conversion be a much slower process than it was in Vanilla.

    3) It was a bit faux paus to have AOR without regional troops, thankful to be remedied. We will have ways of decreasing the shuttle effect, however players who want to keep an entirely native army will have to shuttle troops - They'll be able to access at the very highest AOR tiers a very limited amount of troops native to the invaders, but it will take longer to build up a new army made up entirely of them than it would to ship them from home.

    4) We're implementing a thorough balance with costs and attack rates. It's led to battles being much more tactical and done away with many of the peculiar unbalances. Part of that deals with making spearmen much more effective in a certain role than swordsmen. Strelac can describe it better than I, as he Grandviz and Kinniken worked on the system.
    Thanks for the kind response, and believe me any oversights in BC are more than understandable and tolerable given the amazing quality, novelty, breadth, and depth of the mod. Truly amazing.

    Ah, are priests and Imams recruitable with high level religious buildings then? Makes sense (I've tended to skimp on advancing up that tree, hence my ignorance) and overall I like the idea of having them be rarer or more expensive or some such... maybe a low faction limit or... religion in vanilla definitely gets to be an annoyance as a few turns with an unnoticed heretic or an uncountered Imam leads awfully quickly to unrest.

    Big fan of everything you mentioned actually, from slow religious conversion rates (being able to start the process in small towns would be nice but vanilla is ridiculous, where in ten turns or less you can switch the majority religion with an aggressive church build), to the rebalancing.

    On the city thing... is it JUST distance from capital? Mecca, after all, ain't all that far from Jerusalem yet was still worthless... no farther than it is from Cairo at least-- or is Mecca similarly valueless for the Abayyids?

  4. #4

    Default Re: Do city values vary by faction?

    I think that part of Arabia, the Hijaz, is not very useful for trade.

    You'll want Yemen or Oman

  5. #5

    Default Re: Do city values vary by faction?

    Quote Originally Posted by Bulgaroctonus View Post
    Fantastic mod....While I'm a big fan of the idea behind AOR, it is "a bridge too far" to have castles in invaded territory be utterly worthless.....

    Playing as Georgia I was struck at how bad of a bargain the spearmen seemed (4 attack for 200 florins upkeep), and how bad a bargain the tier 3 archers (dismounted horse) seemed (300 florin upkeep for a VERY minor improvement (melee attack and maybe armor were the only thing that was better, if I remember right, and those not by much) when compared with the 200 florin upkeep archers. Also, Javelineers always seem to have really impressive numbers relative to their price. Playing as the Ghorids it felt almost unfair how many nice units had 80-120 upkeep costs. Of course a bit of imbalance is to be expected (in the case of the Afghans this surely reflects the way the faction is portrayed and their historical strengths) but when, as with the Georgians, units seem almost hopelessly poor value when compared with other units within that faction it seems a waste.

    But then, how big of advantage are spears? How do the mechanics on that work? I know they do fairly well with cavalry (though I had an 11 man general unit on a suicide mission (bad stats) kill 70 rebel spearmen with one casualty via repeated charges), but maybe they have some kind of advantage against infantry too? When you look at Khevsur swordsman numbers vs the spearmen numbers for the Goergians, it's hard to justify the spearmen ever being used except in absolutely minimal anti-Kypchak numbers.....
    Castles in newly conquered regions aren't worthless. They are slightly more defensible and tend not to rebel.

    As for your perceived weakness of Georgian roster, or their lack of bang-for-buck performance, I think it's rather unfounded. Whilst the Kartlian spearmen is by no means the best spearmen around, it is still a solid line infantry. As for the dismounted Monaspa archers been not worth their money, well, they are an elite unit. Which means they are eye-candy, the Ferraris of your army. They are not meant to be cost-effective. Besides, the Metiskhovne archers are already so cost-effective that giving Georgians an even better archer would unbalance the whole game.

    You are quite right about Javelineers having nice numbers and low-cost, and therefore cost-effectiveness. But in reality they are the most difficult units to deploy effectively. All of them do not skirmish properly. All of them have short range/long animation/poor rate of fire. I have never seen more than one volley of javelins from any javelineers before they are engaged in melee combat. In short, you can run over the Ghorid infantries easily unless they have decent anti-cavalry.....cavalry.
    Anri Sugihara



    Click for more info

  6. #6

    Default Re: Do city values vary by faction?

    Quote Originally Posted by Bull View Post
    Castles in newly conquered regions aren't worthless. They are slightly more defensible and tend not to rebel.
    This is true... and in some cases they aren't worthless. I'm on a Jerusalem VH/VH campaign and just conquered Egypt and I'm keeping the castle because being able to recruit one good archer unit there every few turns, as small as it may be, is useful in terms of being able to slowly reinforce against the southern African faction (memory fails me).

    Still, It would be better if one occasionally had some motivation to build up castles in non native region... in a perfect world, I'd recommend having castles outside AOR recruit "native" units, be unable to build armor buildings, and have half to a quarter of the pool depth that they "should" have--- letting you use them to replace injuries from your stacks, but making it difficult to use them to replace an entire stack lost in battle, and also providing appropriate production rather than "Byzantines in India" situations.

    JMO.

    As for the dismounted Monaspa archers been not worth their money, well, they are an elite unit. Which means they are eye-candy, the Ferraris of your army.
    Eye-candy? Personally I think any unit that can only be defended on grounds that it is "eye candy" or a "ferrarri" is badly in need of rebalancing. It's reasonable to have better and worse units in a faction, but a "gimped" unit means that the effort to make that unit pretty is largely wasted, and the faction's diversity is watered down. If that sounds harsh, lemme say that I know it's an incredibly difficult task to balance these things and the BC team has done an amazing job overall.

    But a faction is more interesting with variety. When I played as the ghorids I was recruiting all kinds of units depending on the circumstances... but when I play as Jerusalem only my insatiable need for warm bodies fast keeps me from fielding armies composed solely of four units: The uber-knights, mounted sergeants, crossbowmen for castles, and the 120 florin spearmen. As Georgia, with fewer financial resources/"slower" wars that don't demand rapid recruiting, that need isn't even usually there.

    Albeit, this is based on only a half dozen games played.

    You are quite right about Javelineers having nice numbers and low-cost, and therefore cost-effectiveness. But in reality they are the most difficult units to deploy effectively. All of them do not skirmish properly. All of them have short range/long animation/poor rate of fire. I have never seen more than one volley of javelins from any javelineers before they are engaged in melee combat. In short, you can run over the Ghorid infantries easily unless they have decent anti-cavalry.....cavalry.
    That's a very fair point and I agree that the insanely nice-looking specs of Javilineers have never translated to seeming overpowered in battle. I use them mostly as garrisons due to the cheap costs... in fact probably my least preferred unit class in battle, overall.
    Last edited by Bulgaroctonus; July 10, 2008 at 01:31 AM.

  7. #7

    Default Re: Do city values vary by faction?

    I liked the Georgian archers so much that I made them recruitable to ERE but only once I'd pushed in to Georgian territory.

    Am aware that some will regard this as heresey but I have a general style of play that requires a little missile unit support. Having a wonderful time re-creating Byzantine glory

  8. #8

    Default Re: Do city values vary by faction?

    Quote Originally Posted by Lord Marsh View Post
    I liked the Georgian archers so much that I made them recruitable to ERE but only once I'd pushed in to Georgian territory.

    Am aware that some will regard this as heresey but I have a general style of play that requires a little missile unit support. Having a wonderful time re-creating Byzantine glory
    Yeah, I think the contemporary ERE roster would pretty much mirrors Georgia's, hence dev's decision to backtrack it to the Komnenian army. The Georgian archers don't get mentioned often but they are some of the best hybrid fighters around. Pity they don't have an AP unit or fast horse archer though; but that would make them overpowered won't it?
    Anri Sugihara



    Click for more info

  9. #9
    The Noble Lord's Avatar Holy Arab Nation
    Join Date
    Oct 2007
    Location
    Peshawar, Pakistan - Kabul, Afghanistan
    Posts
    7,809

    Default Re: Do city values vary by faction?

    Hi,


    I've had Georgian archers and they are really good. Overall, I was very much impresed with some Georgian units.


    CHEERS
    [IMG][/IMG]
    أسد العراق Asad al-Iraq
    KOSOVO IS SERBIA!!!
    Under the proud patronage of the magnificent Tzar


  10. #10

    Default Re: Do city values vary by faction?

    dude, isn't there a brief for all that? i mean, do i really have to read all of this?! sry.


  11. #11

    Default Re: Do city values vary by faction?

    Quote Originally Posted by HunterKiller View Post
    dude, isn't there a brief for all that? i mean, do i really have to read all of this?! sry.
    Brevity is not my strong suit. I once handed in a 29 page paper on a 15 page assignment (having gotten permission to go over as much as I felt necessary).

    Re: above... I'm DEFINITELY not complaining about the Georgian roster of units overall... it's a strong roster made stronger by access to two great merc pools (crazy deep Kypchak pool, northern Iran & its Javilineers) and one very good one (Armenian mercs: the Auxilla are meh, but the Archers are awesome). As mentioned, the Metis archers are great, and the Khev Swordsmen are a more than acceptable heavy infantry unit.

    I just think it's a shame when a unit is blatantly terrible value relative to its peers. For example...

    I still use the cheap 120 florin archers, even though I love the Metis 200 florin archers. The 120s are 4/4, where the Metis (if memory serves) are 5/5 with much better armor. The 120s remain useful for town defense... they are a decent quality unit and the cost savings is worth it since it allows you greater volume, while the 200s serve as the frontline units... but I *never* can justify the 300 upkeep archers over the 200 upkeep Metis, not even for my main attacking armies.

    On the other hand, if the 300 upkeep archers were 225 upkeep but cost an outrageous amount of florins to first purchase, I'd be likely to use them for my elite stacks at least.

    Basically I'm just arguing that certain units initial cost/maintenance cost/performance ratio should be slightly tweaked to at least provide some motivation to use them--- particularly more expensive units that in theory should be "better".

    As Jerusalem the extra armor and firepower of the armored spearmen are nice, but in my book NEVER worth that jump from 120 florin upkeep to 300 florin upkeep---- but since I always go spearmen heavy and tend to be thick on cash, I end up recruiting them anyway once I've tapped out on the basic spearmen (the unit, along with mounted sargeants, that makes Jerusalem tick, in my book). If they cost 225 in upkeep or if the basic spearman was more expensive I might genuinely weigh the tradeoff... but I do use them... Poulain lancers on the other hand? Look at the stats of a Poulain and the stats of mounted sergeants. Either I'm missing something (maybe Poulains inspire nearby units or have much better morale, though even that...) or the 200 upkeep cost for Sergeants vs the, what, 400? upkeep cost for Poulains is such that there's no reason to touch them with a 10 foot pole.

    OTOH I've seen people here talking about using Poulains, so maybe I'm just upkeep phobic or something.
    Last edited by Bulgaroctonus; July 10, 2008 at 01:27 AM.

  12. #12

    Default Re: Do city values vary by faction?

    Also, embarrassing newb question...

    What do trade rights actually do? Do they improve trade in your cities or merely allow your merchants to operate in their territory and vice versa? I've always accepted like crazy on the assumption that it has an effect on city trade, but I'm not actually sure.

  13. #13

    Default Re: Do city values vary by faction?

    is it good to change the capital city while you are enlarging you Empire?!

    was playing the MTW and i always use to do this and it had a few impact

    without any significant changes
    Through your intercession I hope to see the light of Thy son and the light of everlasting ages !

  14. #14
    The Noble Lord's Avatar Holy Arab Nation
    Join Date
    Oct 2007
    Location
    Peshawar, Pakistan - Kabul, Afghanistan
    Posts
    7,809

    Default Re: Do city values vary by faction?

    Well, there are some benefits.
    For example: when I was playing for England I was constantly attacked by Scots, and later Portuguese. Thats why I moved the capital city to Rheims.
    And I was able to make all the upgrades and the city became a economical power-house. That was in M2TW vanilla. The Scots and Portuguese kept on attacking London but I had no worry.


    CHEERS
    [IMG][/IMG]
    أسد العراق Asad al-Iraq
    KOSOVO IS SERBIA!!!
    Under the proud patronage of the magnificent Tzar


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •