I've probably got 200 hours in on Attila, and there's a lot of good things going on despite a few hold-over issues from R2 (naval battles primarily).
But something I just noticed in my most recent campaign was: the bonuses from veterancy appear to be really low in Attila. Through a combination of technology, governor edicts, traditions, and general skills, I had the ability to pump out triple-gold vets with one of my armies in the late game, and (being the Franks) I trained a bunch of triple-gold Elite Sword Heerbann, among other units. Lo and behold, after I trained them, I moused over the units and they didn't seem substantially improved over a few triple-bronze Elite Sword Heerbann I had trained earlier and still had in an army garrisoning a settlement for happiness. The morale was better by a fair amount, but the melee defense and attack were not much higher at all.
This is a change I sort of can explain, but still feel disappointed over.
For one, with certain edicts and army traditions, it's actually not tough to be able to train units to double or triple silver with those two thing alone. I mean, if you can get 3 or 4 governors going, you often (with most factions) will have the ability to use edicts that stack per governor/province issuing them that grant +1 rank per unit trained faction-wide (as opposed to only in that province). Secondly, with certain army traditions, you can add to that by using a 'training army', which trains all your troops and passes them off to other armies. The training army will have traditions that add + 1 rank for infantry recruits, etc. So, with these two things alone, especially edicts, it's now fairly easy to get veternancy. Then add to that any techs that add vet ranks, and it becomes possible to have very high vet levels for brand new units.
Because it's easier to get vet levels, I think they decided to make vet levels do little but increase morale... the other bonuses tend to be very meager indeed, and melee attack and defense hardly go up at all, now.
I see the logic they employed: by making the peace-time options for increasing veterancy more numerous, they made the peace-time turns more interesting: you have to plan edicts, what army you will train with, what general is leading that army, etc. to really get a vet advantage. No more 'Champion taking everyone from nothing to triple-gold' now, as Champions had their training ability nerfed a bit alongside the additional options allowing for veterancy. Again, I get the logic, and this indeed makes peacetime more interesting in some ways. But they realized that making veterancy depend less on combat itself meant that the bonuses had to be smaller, especially since the new options often stack together. Unfortunately, the result is disposable armies after a while.
In previous games, getting vetrancy was not as easy. Even in Rome 2, being able to train brand new troops at more than double-silver was very tough since generals died so quickly, and often it took using a Champion on an army to, after a number of turns, get any troops at all into the gold levels. Veterancy was harder to come by, and even in the late game it was often a bigger deal if I lost gold-level units since this meant that replacements would need a number of turns of Champion training to be at that same level. The result was that veteran armies were something to really focus on and be careful with. But in Attila, by even the mid-game I'm often churning out units that are triple-silver or single-gold vets. Which, combined with the vet bonuses being smaller, means that veteran armies are basically disposable.
I don't like this because in previous games, both high-level generals and high veterancy levels were tough to get and were something that if I got them, I used them carefully. Then Rome 2 came and made high-level generals worthless (die every 20-40 turns from agent spam, or every 30-50 turns from old age) while veterancy was still a pretty powerful mechanic.
In Attila, I feel like they realized generals needed to be more important, and thus we now have generals that can serve as governors and use acquired skills to boost stats of trained troops in that province. And the generals themselves, while in the field, can boost defense/attack stats. And killing generals has a more severe morale impact, while being near a general has a higher boost. All well and good, but to do this they seem to have thought that they needed to reduce the vet level bonuses in these categories in order to not make general skills overpowered when used on high-vet troops. Which is a problem. High-level vets under a highly skilled general should have a powerful bonus, as getting these things combined means I had to be careful not to let the general die while also being smart about a variety of ways to get veterancy up.
All-in-all, it's a minor thing to tweak, but I feel like they need to look at the vet level balancing again. Because T3 gold vets should see more than a 7 or 8 point increase on attack/defense (i.e.: gold-vet Elite Sword Heerbann should have a substantial boost, like maybe up to a 15 point boost on melee attack/defense, not half that at 7-8 points).
Thoughts? Like I said before, I know CA employed reasonable logic to an extent, but vet level bonuses should be at least a little higher than they currently are, and to me it feels like they thought they needed to keep the bonuses down since even medium-level generals now buff units more easily. But really, if you manage to get a general with a bunch of attack/defense buffs, as well as high-vet-level units, then it seems like you should have considerably more powerful versions of the unit than if they were without a good general/high vet levels.




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