Not entirely unrealistic, Sir. Castles and cities WERE indeed different, the kind of fief which produced more income, had more populace was a city, in a city you can't have the same military structure and drill the soldiers in the streets. The Mongols are Islamic simply because it wasn't worth creating a whole faction system Pagan just for the Mongols. The cities are like that because they represent a time under Hungarian control and the name is Bran in English, so is Oporto (Portugal, which in Portuguese is simply Porto, now why would they add an O in English is beyond me, but it is). And Bran was very important in the middle ages, both by military and strategic values. It was first built by the Teutonic Knights, as a wood stronghold, simple, when it fell to the Mongols, the King of Hungary made the stone castle, which exist up to today.
Törcsvár (or "Bran") was built by the Teutonic knights, but it wasn't around in 1080 - in fact, the Teutonic Knights themselves didn't really exist either.
Also, at the time, Gyulafehérvár was the centre of Transylvania, not Törcsvár.
And the Mongols being Islamic is simply unrealistic, period. Many mods fix that, fortunately.
Also, the capital of Hungary was Esztergom at the time, not Buda. Budapest didn't even exist until 1870, when Buda and Pest were joined by bridges. (Buda was made capital in the 14th century.... Pest was originally settled by Muslim Volga-Bulgar merchants, then Germans after Muslims were exiled in the 13th century)
And I loathe the idea of "English" names for non-English cities and provinces. Let them be in their own native names. I always do that in my mods.
Köln, NOT Cologne.
Wien, NOT Vienna.
Roma, NOT Rome.
Venezia, NOT Venice.
Al-Qahira, NOT Cairo.
Konstantinapoulis, NOT Constantinapole.
Moskva, NOT Moscow.
And the list goes on.
Mr Hentai, I know perfectly that the Teutonic Knights built it in the 13th century and the Order was created in the 12th century. However, is that outside of the medieval time? No? Good, there is your answer, it was important in the Medieval era, and as you can't create settlements or new ones appears out of nothing after certain time, it was implemented in the beginning of the game. And it's ridiculous how you loathe the game due to some minimal details.
Both games are good, but I must admit I don't miss the crying babies every time someone cranked out new kid...
Nothing like looking over your core region late in the game and finding a fort you don't recall building, and on inspecting it you find nothing but spear militia and levy archers...units you haven't produced in over 200 turns (speaking from SS experience).Sometimes I even forgot that I had an army in some regions.
Or clicking through every single faction and construction announcement, especially if you had a larger empire...Both games are good, but I must admit I don't miss the crying babies every time someone cranked out new kid...
The downside to that though is that you pretty much had to have your regions specialize in a particular unit or two for production, which worked in some areas because IIRC, units could get a training or valor bonus if they were trained in a particular region. Granted, specialization mattered less later in the game as your regions were built up...-I miss many of the old buildings, like Spearsmith, Swordsmith, Monastery, etc.
Nothing is more infuriating than marching your army right up to an enemy city/castle garrisoned by a single unit and, despite being right outside its gate, you can't attack because you're just a pixel too far away. And then on next turn they've brought in like two+ stacks to counterattack you.-I like the fact that now the game is tile-based, instead of region-based
I might just have the solution for that (see paragraph 2 of 4):
http://www.twcenter.net/forums/showt...1#post12602059
Whether it can be used in any given instance depends somewhat on the troop movements and unit types available to you, but I have employed it successfully on more than one occasion.
I agree that the castle vs. city distinction was a very poor design choice. There are mainly two problems.
First, historically, castles existed within cities, and did not necessarily exist as a standalone.
Examples:
- Citadel of Aleppo - only 5 medieval castles in the world were larger than this
- Edinburgh castle - prime example of the reason that castles should be upgradable into cities
- Citadel of Cairo
- Castle of Seven Towers in Constantinople
Secondly, there is no reason for castles to be able to train higher quality troops than cities. This is because, as explained above, many cities had large castles within the city, and many cities were resident to feudal nobility.
You forgot the most famous example of all: The Tower of LondonFirst, historically, castles existed within cities, and did not necessarily exist as a standalone.
Examples:
- Citadel of Aleppo - only 5 medieval castles in the world were larger than this
- Edinburgh castle - prime example of the reason that castles should be upgradable into cities
- Citadel of Cairo
- Castle of Seven Towers in Constantinople
I'm almost certain there's a castle in London, Just I didn't think it was the tower of London.
to me, MTW2 is just a simplified version of MTW. MTW had all the freedom of action that you could ever want. dont like your faction leader? an assassin can remove him. lost the province? dont worry, they still need to siege the castle. the amount of freedom is staggering.
meanwhile, in MTW2, if you dont like your faction leader, get him on a boat and get him killed (?). lost the province? no of course not, they only have 10 armies on my territory, it doesnt mean its theirs.
EDIT: oh, and the archers in that game were actually useful. in MTW2, ill be lucky if i get them to fire on an arch without killing the troops right in front of them (because as we all know, archers fire on straight lines, regardless of whether they hit the knights standing guard in front of them or not). in MTW, the archers fired OVER THE HEADS OF THE TROOPS IN FRONT OF THEM. hell, even RTW got the damn fire pattern better than MTW2. for that reason, and only that reason, i would play MTW over MTW2 any day.
M2TW has more quality
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
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Under the patronage of Mega Tortas de Bodemloze
*Martin Luther King*
I have a dream , that sometimes , a man, a MODDER, will make a MTW mod for M2TW! The gameplay of MTW+the graphics of M2TW= Fantabulous !
Well , Marty didn't say that...
No idea why anyone even plays and complains about vanilla M2TW when mods like SS, TATW, BC etc. are available...
Idiots, Idiots never change.
Although i enjoyed MTW and was one of my favorite games back then it did reach a point in every game where is became to silly to continue. Me as English and denmark 1/3 of the map each and fleets in every sea region so could both send stack of soldiers from one side of the map to the other in 1 turn. Looking back it has a sort of RISK boardgame feel to it with the major regions. Whilst historical accuracy aside i think MTW2 is the best game so far in the series.
So place your archers farther behind your lines then. Hasn't been a problem for me.EDIT: oh, and the archers in that game were actually useful. in MTW2, ill be lucky if i get them to fire on an arch without killing the troops right in front of them (because as we all know, archers fire on straight lines, regardless of whether they hit the knights standing guard in front of them or not). in MTW, the archers fired OVER THE HEADS OF THE TROOPS IN FRONT OF THEM. hell, even RTW got the damn fire pattern better than MTW2. for that reason, and only that reason, i would play MTW over MTW2 any day.