Dear reader...
I am concerned that we are not doing the medieval world justice with our collection of mods.
Before I explain my plans, I'd just like to outline why it is I feel compelled to make any changes at all.
SS is a fantastic mod. I love the map, I love the units, and I love the feel of the whole thing.
I have nothing but the greatest respect for the modders who have created the panoply of submods that deal with various aspects of the main mod that weren't included in the initial release, and I'm not personally saying I could better them on their technical expertise.
However.
I am a designer. I see things, I analyse them, and I can't help but wonder how I can make them better. It's not my fault, but it is my curse.
There are a few things that I feel do not represent the medieval world, and combat, fairly. I realise it's about balancing the aspects of realism and entertainment, but I think we can do this without sacrificing the fun of the game.
So, if you're still with me, I have a number of concerns that I don't feel any of the other mods address in quite the right ways.
1. Unit recruitment and availability
2. Cavalry
3. Equipment
1. Recruitment
I'm aware of Tsarsies' Recruitment Limitations mod, and would like to poach some of the features from it, especially the idea of losing population from a settlement when recruiting from cities (aka levies) and restoring it when you disband a unit.
I don't have the Real Recruitment mod installed, because I simply do not like the "historical" restrictions on unit recruitment. I find it wildly silly that an arbitrary "historical" date is when I can start recruiting units like longbowmen, rather than when I build the building to make them available. It does not reward a player's good planning and administrative skills. We aren't writing a history book here, we're playing a game. It doesn't have to follow the course of history 100%.
Most armies were levy armies. Usually only a small core of men actually made up the professional fighting force. I don't know about you guys, but my armies consist of six units of mounted knights, four dismounted knights, four armoured sergeants and a bunch of high-grade archers.
This isn't very realistic, and would be considered most unusual. Most armies were comprised of a small percentage of knights, combined with levied militia-grade men-at-arms and archers of some form. This is because professional soldiers and knights cost a lot of money to keep, but semi-professional levies were quite abundant and cheap.
Now, I think the best way to solve this is by giving cities the ability to recruit a large number of units in one turn, and by making castle units require multiple turns to recruit.
City units should also be quite cheap in comparison, and have larger numbers per-squad, but naturally have a marked difference in quality.
2. Cavalry
Good grief, what is going on with cavalry? Charging through massed ranks of braced, spear-wielding infantry like they are made of butter?
It didn't happen.
If infantry stood their ground, they could quite easily repel a cavalry charge because of a horse's natural instinct not to charge blindly into a wall of shields, or sharp points.
But this was the problem - getting your infantry to stand their ground. Massed cavalry charges are a formidable sight that fills the air with thunder and makes the ground rumble underfoot.
It was this fear that made infantrymen lose cohesion and allow the cavalry to take them apart, not the tank-like nature of a horse.
Medium and heavy cavalry should have the "frightens infantry" trait, and light cavalry should have the "fast moving" trait, and all should have their ungodly charge bonuses reined in a bit.
3. Equipment
There are a few issues I have with equipment, in no particular order.
I don't believe the two-handed weapons were as slow as they are depicted, hence the reason you used two hands to wield them. You sacrificed the protection of a shield, in exchange for a higher attack value, but this does not seem to be fairly represented.
After playing a long campaign with the Templars, I noticed that their zweihander infantry could barely stand up to anything, even if they were charging. After a few battles where they came off badly against spear militia, I decided to watch them. The problem was they attacked so infrequently as to make them pretty vulnerable.
I can't think of a dismounted archer unit that doesn't have the "long range missiles" trait. This, IMO, makes it pretty worthless. I feel there should be three types of bow that had this trait: the composite bow, the longbow and the crossbow. Every other type of bowman should definitely not have long range missiles. I'm unsure about peasant archers having access to flaming missiles, too.
There are probably more, but I'm at work at the moment and so I don't have the game infront of me to remind myself with. When I get home, I'll have a dig around and see what else could use tweaking.
Thanks for reading.




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