Hi, my veiw on this game after few days of playing i've posted here
http://www.twcenter.net/forums/showthread.php?t=435492
Now i want to clear two game moments.
1. Endles ashigaru armies.... What can i say? CA must rebalance AI to force him to make investitions to the buildings. i want to fight against samurais and soheis with ashigaru support, not against thousands of peasants with bows.
2. Trade system. Why i have called this as strange?
Look - we have a factroria (sorry, have no idea how it calls in English original game, but in Russian sea trade spot calls a 'factoria'). In reality it can be a huge trade port in another country, or few ports, or few ports in few countries. So why the hell a ONE ship, belonging to one faction can be a lord of this port/ports? Why another factions can not send there ships too? And without any war actions.
Another strange thing - pirates. When pirate, or any hostile ship, blockading sea trade route no trade ships suffers. It is robbery without robbery. Trade ships must be destroyed at sea trade blockade
My opinion that trade system must be reworked complitely. Now CA make huge move towards this. For example we must have trade relations with stone production faction to build a big castles.
My vision of the trade:
1. Sea factories can not belong to one faction -let's allow this to all.
2. Seablockades must bring damage to trade fleet.
(first two points can be improoved in S2TW i guess)
3. New units needed:
- land trade caravan. Can be hired as trade ships and it is land trade ship's analouge
- merchant. Can be hired as monks, ninjas and so on. He have expperince levels, his skils can be improoved, he may betray his master and so on.
To create a new trade route in factoria you must hire one merchant and build at least one trade ship. You put merchant on the ship and bring him to the factoria. You can add more ships later (i remind that ships are transports only, all trade job can be made by one merchant). Merchant will rise his experience on this duty with various numbers of virtues and traits.
To create a new sea trade route with neutral or friendly faction you must have trade rights with that faction. After that you acts as previous time - merchant aboard the ship arrives to the faction's port. All other aspects the same.
To create a new land trade route with neutral or friendly faction you must have trade rights with that faction. Then you send your merchant to the faction's castle and add one or more caravan units. All other aspects the same.
Each ship or caravan have cargo capasity. Your merchant brings profit, not transport units. If your merchant will be the best amongst others you will send few ships or caravans, if he is a loser - you will enough one ship. Numbers of trade units on route will besame as numbers of small figures of ships and traders with wagons. Yes, btw, land traders can be destroyed by land blockade too.
This is my opinion. It can be liked or not. But i hope that CA's members will read this and discuss this. I understand that changes like p.3 hardly can be implemented in S2TW as patch. In add-on probably![]()






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