
Originally Posted by
Jared2556
Hello everyone. New to posting and BC, but not to playing mods in general. Because BC has quickly become my favorite mod by far, I have decided to weigh in here.
My top 5 favorite things:
1. The feel of battle in general. Too many mods and vanilla m2tw felt very robotic and generic in hand to hand combat, BC does not.
2. The importance of what to build/recruit and when. It can mean the difference between domination and subjugation.
3. I was always drawn more towards European medieval history and hesitated to try this for fear of clone factions like everything else, boy was I wrong. Simple answer is how unique the area and setting is, as well as the looks all around.
4. The balancing. I know it seems like a common sense thing, but there are many, many mods where cavalry is OP'ed (I do not feel this to be the case in BC) or archery is OP'ed or completely useless. But the spears have their use, as well as the swords, maces, bows, etc. It really is quite shocking how this isn't the case with most mods. I'll even go a step further and say that vanilla does a better job at this than most mods (obviously not this one).
5. The lack of spamming by human and AI alike. Now you can't please everyone and some can argue that is always room for improvement, but I grade on a curve. And since there has never been perfection in this area I give top billing to BC from everything I have played.
Honorable mention: AOR. It is the best I have seen so far.
Things I would like to see improved (that hasn't already been mentioned in things to come for BC3):
1. I want the Balkans/Greece. I know this is not a Eurocentric mod (and I do not want it to be), but the Balkans and Greece were very important for many factions. Obviously ERE, but also Sultanate of Rum for Janissary. I would also like to point out that the Kips, Rus, and even the Mongols eventually made their way at least into the Balkans at one point, albeit some much later than others (the Mongols laid siege to Vienna, but hundreds of years later). Plus, who is with me when I say I would LOVE to take an army full of pikes, along with cataphracts and skirmishers and recreate Alexander's former glory with the (Greek) ERE. I cannot be the only one.
2. While I have not played all the factions yet, I want to focus on one thing, ERE cataphracts. Yes this is esoteric, but I feel it is important. The ERE cataphracts should have a mace and there should be two types to recruit, lancers and close bow HA. The ERE was not lacking in archers or archer quality, far from it. And the cataphracts would always shoot into the enemy in a wedge formation to soften them before the lances hit. Infantry would follow and try to exploit the gaps, thus encircling the enemy. This was ERE 101 in battle tactics before the loss of Anatolia (and high quality and numerous heavy cavalry recruits along with it). Another thing I read, and agree with, is that horse armor is not taken into account for armor rating. If the the unit is inseparable and the rider dies if the horse does, than the horse armor should count towards fending off attacks. It's easier to think of it this way if you realize that cavalry is one living, breathing unit on its own, not two. If anything this should be a compliment to the BC team, since I have to look for such insignificant details just to list 5 things I would like to see changed.
3. The KoJ accents. I KNOW I am not alone on this. I would rather them change the accents just due their annoyance and I am a history buff. But I can easily argue against having French accents for the sake of historical accuracy. While most agree that the Franks drummed up and led the way for the first crusade, they are not the only ones, nor did they compose the majority of the army. Many HRE/Germanic, Norman/Italian, and even Spanish joined in. All these people from different countries and different cultures were unified under one banner, Christianity. But they needed communication and were unified under one language, Latin, the language of the Pope and Catholicism in general (even to this day). One must not forget that Crusader knights like the Templars and Teutonic (who still exist) were not exactly knights, they were monks. And guess which language the monks spoke? Yep, the language of the church. This is not to say that everyone spoke Latin or there weren't other languages used, but the majority did and especially those in command, for political and cultural reasons. For this I argue that the KoJ accent should be generic Med/Southern European, since that is the closest to a Latin accent.
4. CTD, 'nuff said. It seems like sometimes my game doesn't want to let me click on a unit, priest, and add anything to the rq without shutting down for no reason. But I am sure this is already known.
5. AOR. I know I said this is the best I have seen so far (and it is), there is a little room for improvement. Maybe do something that is tiered (if possible). There is reason to believe that after a generation or two of holding an area that those inhabited would be able to be recruited, and they would be trained in your art of warfare. Surely some, but not all would hold allegiance after a certain amount of time (history proves this) in a new territory. I see no issue with, for example, ERE recruiting spearmen or cataphracts in Jerusalem (but obviously not far off places like India) after 30-50 turns. Heavy cavalry was often given land in newly conquered areas in exchange for loyalty and service (the Ottomans copied this with their Sipahis as well). But I would say that it is not logical to be able to recruit Varangians there after any amount of time (for obvious reasons).
Thanks for reading!