Hello everyone! I've just come to a bold idea - what if all factions had only 2-3 starting positions?
Reasons why I came to this thought:
1) Better reflection of medieval feudalism, especially in the time frame SS is currently focused on.
2) Much more interesting, improved, challenging, less predictable gameplay.
3) This fully reflects the main idea of the game - to give the player the best opportunity to reproduce the way of arising as an unimportant, unknown noble to the emperor of Europe.
I've just thought - there are such factions like Venice, Aragon, Teutons etc, which have only 1-2 starting positions and the gameplay for such factions is rather interesting because:
1)You can build your empire in any direction, in any way you want; you can build your relations with other factions and diplomacy any way you want, you have more space and opportunities for that
2)Increased usage of diplomacy\agents since you need to be a very wise administrator not to be swallowed in one turn and overally deepened gameplay.
3)This gives other factions a time to develop and personally YOU to get to the XIV-XV century without boredom. While you'll be growing, another factions will also develop so when you come to a 1400-1500 time frame you'll have strong enemies with professional armies with gun-troops, cannons, highest tier heavy cavalry\infantry + greater tier castles and cities which will be harder to assault and that, again, will add interest.
For example, playing as HRE I already start with a great Empire and it's rather easy and boring to eliminate neighbors + then I get enormous boost of money and even late campaign VH\VH the gameplay will hardly last enough that I could develop to high-tier rifles\cannons\knights and it's even more fantastic if at least 2 factions will have the same size\level of progress to challenge me. Except I'm using some insane AI which will restrict the gamplay to mindless zerging of everything on it's and your path, what is a complete loss of historism and interest(if I wanna some meat I'll better play Diablo).
How can that reflect the era of feudalism?
Quite easily.
During the medieval period rebellions(no matter of peasant or nobles) and independent duchies\towns - were a common matter. Simple people fought for their rights, against the pressure of taxes and nobles and for freedom. Nobles just couldn't wait a single opportunity until the King goes on a crusade\quest to take the power in their hands, or even to proclaim themselves the TRUE King.
The medieval Europe was a constant battlefield and the power of the ruler was often at a question, it was often restricted to his own estate. So except the outer politics and waging wars, the rulers had to get back to their homeland to pacify the rebellions, to сonvince a rebel lord to put the arms away or to conquer a rebel settlement.
EVEN if you'll manage to gather all the lands around you, this shouldn't prevent you from a chance of a rebellion or even civil war(especially if your kingdom is already large enough to be called Empire). There are lots of ways to reproduce that - traits, ancillaries, scripts.
For example
If the generals stats are not matching the certain conditions, increasing the taxes to very high will give you that "blue face" under the settlements name, and whenever that happens in any settlement the next turn you'll get a large rebel stack coming to this town.
The larger your family, the more chance of a particular nobles getting traits like " Dislikes the king" or " Feels unfairly not getting crowned", something like that, which will cause a rebellion.
Hah! Excommunication! To be honest - I've NEVER seen this causing ANY problems, except the chance of one of your settlements to become a target of the crusade. Just remember the first Medieval TW game! Excommunication could cut down your kingdom from 10 to 2 provinces because of your people didn't want to live under the excommunicated ruler.
The further your king gets from capital - the greater chance of getting a rebellion.
Even such a fantastic idea - Make a certain amount of permanent stone forts in a region and if the player doesn't control all of them, or the has no garrison in a single one - rebel stacks will spawn.
These are just ideas, but I suppose there are THOUSANDS of ways to reproduce them, and it's up to the developers to enrich the game and make it more challenging not by just increasing AI's aggressiveness or cutting player's finances, but by deepening and developing the gameplay.
Phew, guess I'm finished
But I think I'll have more ideas![]()




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