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  1. #1

    Default 7.0 suggestions

    I'm not sure where to put 7.0 suggestions so I am posting them here, these include some for units, buildings. traits and ancillaries.


    With the introduction of some privateer based additions to the game play here are some suggestions,

    Spoiler Alert, click show to read: 
    {Buildings}

    Pirate Dock: Adds 50 florins per turn and allows the recruitment of Privateer Ships on high cooldown. (Pirate Ships) Description: "Pirates often need a place to unload their captured loot, with a blind eye turned a local ruler can make money off cheaply sold stolen goods."

    Pirate Outpost: Adds 100 florins per turn/small trade increase and +2 to unrest -1 Law. Allows recruitment of Privateer ships. (No increase in amount). Description: "When an area is safe for distribution of goods, Privateers will often set up in an area in order to increase their profits and recruit more men or hire themselves out for anyone willing to pay them."

    Pirate Town: Adds 200 florins per turn/trade increase and +3 to unrest and -2 Law. Allows recruitment of Privateer ships with lower cooldown. Allows recruitment of "Hired Privateers". Description: "Where there is liquor, women and greedy merchants to sell to, Pirates will often set up a town or settle in one that will not ask questions on where their merchandise comes from, this allows a local Lord to make use of their services, while charging a "Processing Fee" to unload their goods.

    Merchant Court: Random chance to add 10 -100 florins per turn. + 1 law, + 1 Public Security.| Description: "Sometimes with the flow of money and loose morals do the locals complain, with a Merchant Court in place, one can give the appearance of serving justice while lining his pockets with gold from secretly releasing "Law Breakers"..."

    Whore House: Increases trade/taxes by small amount, increases morale of troops recruited and increases unrest +1, reduces religious conversion by 1%. Can add dancer, catamite, pickpocket to Spies/Assassins.| Description: "While paying for "company" has never been a complete secret, it was never openly advertised. Unlike other fancier places this bastion of "Carnal Adventures" makes no attempt to hide it. While offering taxable income it can get a Lord in trouble with the more pious populace..."

    These buildings will be buildable city/castle depending on location of the map, places with known Pirate contacts, Palma and Tortosa to name a few.


    {Units}

    "Privateer Ship", same as Pirate Ships in game but recruitable at a high cost and high cooldown.

    "Hired Privateer", A javelin using unit with only padded armor and a hand axe/hammer. For this unit it should be a mix of Europeans, Middle Easterners and maybe some Nubian model units with little to no armor on and having strong morale, decent attack and able to hurl javelins and a small chance to frighten lesser units.


    {Traits}

    Pirate: + 10 looting + 5 taxes/trade +1 dread -1 law...|Description "This man has made it obvious he makes money a less lawful way than most."

    Pirate Captain: +1 morale to troops + 10 looting, +10 trade, +5 taxes, +2 dread, -1 law -1 piety...|Description: "While some question his ethics, the men he commands do not. This man is able to split loot equally, get the most from his endeavors even if it means breaking the law and consorting with Pirates and Sell-Swords."

    Pirate Lord: +2 morale to troops, +15 looting +10 trade + 5 taxes, +3 dread, +1 command to all Privateer Ships, +2 personal security, -2 law -3 piety...|Description: "They call him "Lord", not for being a Noble but for commanding both Privateers and Military men. His presence instills in his men that they'll be getting cuts from whatever scheme he hatches and thus he is protected by his men and disliked by common man and law abiding nobles."

    Prefers company of Whores: +2 to having illegitimate children, + 2 popularity and troop morale, - 1 health. |Description: "This man prefers the common whore to his wife, while some of the locals and his men may find him more enduring to them, his wife and court may not. He can be seen often celebrating with his men and commoners with a wench in lap."

    Street Justice: +1 popularity +1 unrest + 2 dread.. |Description: "His dealings with the underworld have given him a new perspective, while he may unlawful at times. He is not above tossing a dagger to a peasant in a dispute with a greedy merchant or land owner. This makes him a man who is no saint but not to be underestimated."

    Dreaded Judge: +2 popularity, +1 unrest + 2 dread... |Description: "This man is sometimes hard to tell he is a Noble as he can be seen brawling with subordinates . He favors settling disputes with fists or swords rather than words, while this makes him a saint to the rabble. The Nobles he intimidates would not agree."

    Might makes Right: +3 popularity, +2 unrest +3 dread -1 personal security..|Description: "A local farmer once had a problem with a harassing Taskmaster on why his crop yield was so low. The Master deducted the farmers pay even tho the weather was to blame. This Lord listened and handed the farmer a crossbow, with that crossbow the farmer made things right again. This is how this man settles legal disputes and it has made him a hated man to some."

    Colorful Friends: -1 unrest -1 law - 1 public security + 1 local happiness..|Description: "While dealing with.. certain characters, this man has made various friends and the settlement filled with merchants and peoples from all over. This makes the settlement more tolerant to others different from themselves but does little for keeping the law in place."

    Product Inspector: +5 trade + 1 to local health +2 law..|Description: "Most men have others inspect goods for them this man prefers to do it himself, it has made the locals happy knowing their Lord personally oversees what gets into the city and does much for the law of the settlement."

    Master of Disguised Corruption: +15 taxes +1 unrest +1 agent training +2 dread -10 trade..|Description: "So long has this man dealt with the unlawful that he can disguise any wrong doings without impeding the local law. Men who disrupt this fine working machine often find themselves flowing out to sea or down a lonely river."

    Personal Syndicate: -10 taxes +1 unrest +1 agent training +2 dread, +10 trade..|Description: This man lines his own pockets with his business dealings with foreign powers and local Lords. While his corruption takes from his Master's pocket, his dealings do bring in trade from others."

    {Ancillaries}

    Pirate: + 1 command +15 looting and reduced cost of Pirate units. |Description: "Local privateer can make attacking easier from his experience on raiding, looting and finding men to raid."

    Slaver: +1 dread -2 piety, +1 population growth, -5 construction cost...|Description: "This man has ties with several Slavers who bring in slaves from time to time, increasing the local populace with cheap labor and people."

    Corrupt Wise Man: +3 piety +1 unrest +1 law + 5 trade..All Religions..|Description: "It is often times Religious men speak out against wrong doings but this man gives his Lord a sense of false piety by condoning the taking of slaves and unlawful trading practices and condemn those who would keep money from flowing to certain.. people."

    Western Concubine: +1 popularity and +1 to troop morale, +2 illegitimate children..Islam |Description: "Allah has blessed this man with a women of ill repute to help upon the righteous path.."

    Eastern Concubine: +1 popularity and +1 to troop morale, +2 illegitimate children..Christianity |Description: "God has blessed this man with a chance to convert and show mercy to this woman from a distant land.."

    Private Seeress: +10 movement +1 command, +2 sight +1 illegitimate children.. All Religions..|Description: "This woman is always by her Master's side, she is said to be a simple maid but others have said she speaks of the future and predicts storms.."

    Lewd Statue: - 2 piety, -2 troop morale, +10 culture +1 popularity...|Description: "While locals and artists think his statue is grand.. his troops find it odd that he spends so much time alone with it.."

    Flamboyant Architect: -1 troop morale -5 taxes, +5 construction costs, +10 culture, + 1 popularity, -1 squalor..|Description: "While most find this man humorous and well educated, the men cannot stand when he makes remarks on the look of their armor and matters on the style of their hair."

    Pirate Master: + 2 dread, +15 looting, +2 command, +5 trading +10 movement, +2 troop morale, -2 loyalty...|Description: "A Master of Pirates and Scurge of the high seas. This man is adept at command, trading and looting.. but best to watch him."


    I have more if these are liked, I took the time to add in descriptions
    Last edited by Cyprexinia; March 21, 2012 at 11:39 AM.

  2. #2

    Default Re: 7.0 suggestions

    You seem to despise the medieval world.

  3. #3
    Jambat's Avatar Decanus
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    Default Re: 7.0 suggestions

    Quote Originally Posted by alis_sakfok View Post
    You seem to despise the medieval world.
    Eh, some of these seem pretty good. The traits and acil's especially, as I find it at least a little hard to think of many places you could turn into a pirate cove with all the new buildings. It would be really faction limited though, as I could see some of the Italians running this and Scandinavia (the Vikings pretty much were the pirates pirate), but not many others. At least not in the depth he went into.
    Last edited by Jambat; March 21, 2012 at 03:54 PM.
    I see the better and approve; I follow the worse.

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  4. #4

    Default Re: 7.0 suggestions

    Quote Originally Posted by Jambat View Post
    (the Vikings pretty much were the pirates pirate)
    Hmm.. The Vikings were awesome warriors, but I wouldn't call them Pirates (as I see it; Pirates raid seafaring vessels, where as the Vikings had some of the only seafaring vessels of their time, and raided land in stead).
    Also, the Viking age was over hundred years before the early campaign starts.

  5. #5
    Jambat's Avatar Decanus
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    Default Re: 7.0 suggestions

    Quote Originally Posted by PerXX View Post
    Hmm.. The Vikings were awesome warriors, but I wouldn't call them Pirates (as I see it; Pirates raid seafaring vessels, where as the Vikings had some of the only seafaring vessels of their time, and raided land in stead).
    Also, the Viking age was over hundred years before the early campaign starts.
    Well, I was being a little tongue in cheek but the way the Vikings raided and plundered, they seemed as 'piratey' to me as any pirate.
    I see the better and approve; I follow the worse.

    If you liked my post or thought I was helpful, hit that +rep and leave your name so I can keep an eye out for when you deserve some. Unless you suck. Then you aren't getting crap. Ever.


  6. #6
    Wolfgrin's Avatar Semisalis
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    Default Re: 7.0 suggestions

    "Hmm.. The Vikings were awesome warriors, but I wouldn't call them Pirates (as I see it; Pirates raid seafaring vessels, where as the Vikings had some of the only seafaring vessels of their time, and raided land in stead).
    Also, the Viking age was over hundred years before the early campaign starts."


    To go a'viking in medieval Norway meant to go raiding and plundering and, yes, seizing ships. So, the Vikings very name suggests piracy. And, IIRC, the Viking Age ends in 1066 ad with the death of Harald Hardraada. Just saying.
    Last edited by Wolfgrin; April 10, 2012 at 10:44 AM.

  7. #7

    Default Re: 7.0 suggestions

    yes, the vikings were not a people. It was an occupation. Vikings are to Scandinavia what investment brokers are to the U.S.

  8. #8

    Default Re: 7.0 suggestions

    I think Arabs might be good pirates too, I know Northern Africa used to be a pirate heaven at some period of time, but not sure when exactly.

  9. #9

    Default Re: 7.0 suggestions

    Quote Originally Posted by alis_sakfok View Post
    I think Arabs might be good pirates too, I know Northern Africa used to be a pirate heaven at some period of time, but not sure when exactly.
    You mean nowadays? It's always been a pirate heaven (that's what I've heard). I've been waiting for this so much! Hope they finish it soon.

  10. #10
    Waffen9999's Avatar Tiro
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    Default Re: 7.0 suggestions

    What about more unit recruitment tied to the various guilds? Wouldn't that perhaps be a way to replenish heavier troops inside cities? I noticed the West obviously has merchant cavalry milita, the Arabs in their Merchants guild get Arab cavalry. I don't think the Turks or the Byzantines though get anything. Perhaps the Byzantines could get some of their javelin cavalry and the Turks maybe a unit of Turkoman or something?
    "When I lead my army against Baghdad in anger, whether you hide in heaven or in earth, I will bring you down from the spinning spheres; I will toss you in the air like a lion. I will leave no one alive in your realm; I will burn your city, your land, your self. If you wish to spare yourself and your venerable family, give heed to my advice with the ear of intelligence. If you do not, you will see what God has willed." -Hülegü, the "Destroyer of Baghdad"

  11. #11

    Default Re: 7.0 suggestions

    Byzantines get touphakyphoroi from merchant guilds after 1510 and Turks get hashashim from assassin's guilds atleast.

  12. #12
    Waffen9999's Avatar Tiro
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    Default Re: 7.0 suggestions

    Quote Originally Posted by Astarte View Post
    Byzantines get touphakyphoroi from merchant guilds after 1510 and Turks get hashashim from assassin's guilds atleast.
    Yes, aside from that though. And I didn't know about the Byzantine thing, but at 1510, does it really matter that point? I was thinking something for every guild.
    "When I lead my army against Baghdad in anger, whether you hide in heaven or in earth, I will bring you down from the spinning spheres; I will toss you in the air like a lion. I will leave no one alive in your realm; I will burn your city, your land, your self. If you wish to spare yourself and your venerable family, give heed to my advice with the ear of intelligence. If you do not, you will see what God has willed." -Hülegü, the "Destroyer of Baghdad"

  13. #13
    The Useless Member's Avatar Primicerius
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    Default Re: 7.0 suggestions

    Whore House: Increases trade/taxes by small amount, increases morale of troops recruited and increases unrest +1, reduces religious conversion by 1%. Can add dancer, catamite, pickpocket to Spies/Assassins.| Description: "While paying for "company" has never been a complete secret, it was never openly advertised. Unlike other fancier places this bastion of "Carnal Adventures" makes no attempt to hide it. While offering taxable income it can get a Lord in trouble with the more pious populace...
    LOL. About that pirate thing, it shouldn't be in every regions, not even in every coastal regions. Good ideas though.

  14. #14

    Default Re: 7.0 suggestions

    Some of these could be interesting but have to think of triggers...



    Prefers company of Whores: +2 to having illegitimate children(not sure this is possible), + 2 popularity and troop morale(anything directly + morale is too powerful better +command or popularity), - 1 health. |Description: "This man prefers the common whore to his wife, while some of the locals and his men may find him more enduring to them, his wife and court may not. He can be seen often celebrating with his men and commoners with a wench in lap."

    Trigger- 5% if unmarried in town with brothel same level as church.

    Street Justice: +2 popularity, +1 unrest + 2 dread... |Description: "It is sometimes hard to tell this man is a Lord as he can be seen brawling with subordinates . He favors settling disputes with fists or swords rather than words, while this makes him a saint to the rabble, his more genteel peers do not find such low characteristics endearing."

    Trigger- 10% in settlement without hanging square or town hall.

    Colorful Friends: -1 unrest -1 law - 1 public security + 2 happiness..|Description: "While dealing with... certain characters, this man has made various friends in low places who sometimes are the subject of colorful gossip of a scurious nature. Being the center of attention may be good for fame for the rabble but the local authorities consider him infamous and dangerous to law and order."

    Trigger- 5% in settlement with brothel and riverport or port and not more than 2 chivalry.

    Celebrated Connoisseur: +15 trade -1 law -5 income...|Description: "A man consumed with the best in life who is sometimes willing to deal with those who might not have legitimately acquired the items of interest but whose pursuit inspires merchants from afar to offer their wares."

    Trigger- 10% with fairgrounds, port or riverport,and not alcoholic or more than +5 chivalry or dread

    {Ancillaries}

    Pirate: + 1 command +15 looting +1 unrest -10 trade. |Description: Taking the occasional ship even with a local lords permission can lead to wealth but risks trouble with lawful authorities and does not make the merchants happy."

    Trigger- no idea


    Corrupt Wise Man: -3 piety +2 unrest +1 law +10 trade -5 income trade... All Religions..|Description: "It is often times Religious men speak out against wrong doings but this man gives his Lord a sense of false piety by condoning the taking of slaves and unlawful trading practices and condemn those who would keep money from flowing to certain people."

    Trigger- 5% chivalry less than 3 and other corrupt traits in region with large church or higher

    Lewd Statue: -2 piety, +1 popularity -1 law...|Description: "While locals and artists think his statue is grand... the authorities would take it down if only the man was not so famous."

    Trigger- 5% Prefers Whores/other brothel lines traits and not more than 5 chivalry or dread, in settlement with merchants guild, masons guild, university.

  15. #15

    Default Re: 7.0 suggestions

    Yea some of them are power or meant to gradually go up.. pirate - pirate captain - pirate lord etc.. these would only be on certain places on the map, maybe 8-10 total and make having these places great for income and recruiting but a pretty unlawful place. I think it would add an interesting appeal to the game if one could recruit pirate ships and units. That way capturing these places would be something good to get, maybe even a title if you capture 4-5 places with pirate activity.

  16. #16

    Default Re: 7.0 suggestions

    I don't know if this could be done, or if someone has suggested it already but....I think it would be cool if you could name a unit once they are into the gold chevron rank, you know kinda to make this elite unit really "unique" and elite.

    and if it is possible it seems a simple enough suggestion to do.

    let me know what you think

  17. #17

    Default Re: 7.0 suggestions

    For 7.0 I don´t need new content, it would be awesome enough if some existing things would be (re)balanced or fixed. e.g.:

    1) Local units are at the moment more a disadvantage. Outside your AOR you can´t recruit anything except spear milita and levy archers. I just can´t understand why sicily and all the other catholic factions with local archers from level 2 archeries have not the professional archers (I talk about the unit "Archers" in the game). I see the same problem with spearmen/(maybe spearmen sergeants)/mounted sergeants, why aren´t they available to all catholic factions like the light men at arms?
    Every faction needs/should have these basic units.
    I forgot that sicily has no light men at arms but I think thats just a mistake and not intended.

    2) Make dismounted knights at the same castle-level available as the mounted ones, give them just a longer replenish rate than the mounted knights.

    3) Give all chapter-house baded knights to all catholic factions, they are already too limited with the AOR. Or make these special knights available in the other crusader places where at the moment only their "brothers" are available (for Leon knights of santiago in jerusalem, antioch, palanga, ...). It´s so frustrating fighting with e.g. the HRE in the holy lands or in spain without crusader knights.

    4) After ~ 100 turns the amount of stacks the ai throws against you gets just ridiculous and annoying. But maybe some of you love killing 10 full stacks before you can siege a single settlement, for me 1-2 stacks would be enough. Maybe lowering income or increasing unit costs would help.
    Sorry if it´s really intended to be so extreme.

    5) Swap the strenght of the Turks with Byzanz in the 1100-campaign.

    6) The AI doesn´t use peasants, take them out of the game and make spear milita available in level 1 castle-barracks.

    7) Adding a squire-infantry available already in wooden castles would help to defeat the spearmen stacks inside cities during the first ~ 100 turns. ( type: feudal, +experience when recruited in better castles, 1handed weapons + shield but no ap, starting with leather armor but 3 possible upgrades, good morale, good stamina) They sound like light men at arms which they are, just a bit earlier availbale and therefore more expensive.


    I played SS6.4 the last 6 months or so and played only 1100-campaign but I have tryed all faction for at least 80 turns or so, paying in H/H.

  18. #18
    Ferdiad's Avatar Patricius
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    Default Re: 7.0 suggestions

    I see it like this, any release tha has a round number will and should have new content. Seeing as it's 7.0 not wishing for new content is just wishful thinking.

  19. #19

    Default Re: 7.0 suggestions

    I think it makes a lot of sense for you to be able to get a Deployment Phase when you've starved out an enemy settlement and forced them to rally. You'd have all the time in the world to deploy... Anyone with me on this? And I feel like it'd be an easy change too.

  20. #20

    Default Re: 7.0 suggestions

    Quote Originally Posted by CashMoney View Post
    I think it makes a lot of sense for you to be able to get a Deployment Phase when you've starved out an enemy settlement and forced them to rally. You'd have all the time in the world to deploy... Anyone with me on this? And I feel like it'd be an easy change too.
    How? Or rather, why do you think it'd be an easy change?

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