First:
Thank you for your efforts to provide us players with this very interesting mod. I remember the Chivalry mod that was being produced for the RTW game and had often wished for the same mod for M2:TW. Silly me, didn't realize this existed until a few days ago.
So far, I've only played as England in the Dark Ages and on m/m. I have a vista system but with that permissions gizmo turned off and the mod set to xp emulation.
Now for the questions. I understand and appreciate the required compromises that enforce a slower start in the game. I am a natural born turtler so have no problem at all spending upwards of a 100 turns just building up my infrastructure to allow for imperial expansion.
But, I have rather hard problems in keeping any positive pop growth after a town builds its first level of stone walls. Lowering tax from normal to low gives no help in that area. If a settlement is at 0 growth in normal tax, it will be 0 growth in low tax too.
I've noticed that many of the desirable buildings carry a rather heavy negative pop growth penalty in the building description. Farms do not carry any positive growth bonus in the description but seem to give a bit of a boost at the highest tier. The description I refer to is the one available ingame. I haven't gone through the .txt in the folders, because I'm not a modder and might accidentally change something without intending to.
Also, I've noticed that the town west of London on the south coast of England gives no spies or assassins with the dungeon building and no merchants with the market upgrades that give those units in London. Are they hidden resources that are only available in specific settlements?
It also seems that building ports and coastal trade buildings provide no real benefit until after Market Rights are purchased for a settlement. Is this how it is designed? Or am I doing something wrong?
And last, the Danes in England are totally passive. They'll send a stack into the rebel area west of their area but never attack anything either rebel stacks or attempt to siege the settlement. They've never attempted any aggression against my nearly undefended settlements either. Is this intended? or a product of the difficulty level I've been playing on?
PS. There also seems to be a rather large bunch of wasted unit designs that are similar almost to the point of duplication in ability. Only real difference is name of unit and graphical representation in the unit cards. This is most noticeable in the militia level units.
Oh, nearly forgot:
Does the starting the game in the Dark Age mean I can play up through the rest of the eras through events? Or does the Dark Age game end at the beginning of the Early?




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