Since this is a thread with opinions on the BGR to provide relevant information for potential players, I post here my thoughts already posted in a submod thread. I've long been a fan of the BGR, and I'm still in awe of Byg's modding perspective, but now I think that simpler solutions might be better.
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I've recently played the Titanium with BGR_IVE and I've got some thoughts concerning the BGR:
Army Field Morale: I think it's not really needed as the player rarely gets on very long expeditions. It’s rather cumbersome as you need to check traits very often just to learn if each general has not crossed the limit of being in the field (eg. traveling between settlements).
Supply System – it requires the player to check traits very often and make tricks. I think a supply system that simply takes out some money (scaling with the size of the forces, perhaps exponentially) is much better: the player just know that sending an army is costly (I've made an argument for this in this entry). So the system in one tmodelsk options for SSHIP is better.
Limitation on the foreign expedition as the faction grows (WarCouncillor system) – it kills the role-playing with the other generals. In big faction you simply disregards any other general than FL/FH.
Additional costs:
- Recruitment: it's better to have simply higher units’ costs than the whole intricate system.
- General’s wealth system – too cumbersome, you need to check traits and count everytime if there's a risk of default, you need to make tricks to avoid bankruptcy etc.
- On-time outlays at Coming of Age (on wealth), marriages, supply purchase – these are good for they bolster up the worth of any general. As killing any general incurs costs you don’t kill someone just because his is not the best in the world. If you do, you'd get another general (MoH event or a new birth) but then you have to pay for all those outlays. Besides, having those costs is simple and transparent: you know what’s going on and you don’t need to scan through the traits every time. Having then not included in the summary screen is not a problem, imo.
- Scutage / taxing the nobles – no needed for such a fancy mechanics. You give money with one hand and takes it away with the other. The sum is usually 0. Why to bother?
- Crusade / jihad costs – they’re simple and make a decision to go on a voyage costly. Having them make the decision of whether to go on the crusade or not more difficult. The much thinkg hard if the benefits (traits, units, relations with the other factions) outweight the costs (money). So it's good for the gameplay.
- Inflation related to the faction size – it’s ok it limits the snow-ball effect. However, it's better to do through exponential costs of garrisons to keep the far-away cities under control or through a normal M2TW mechanism of corruption in such cities.
Recrutiment limitations:
- WarCouncil / Professional Training Staff system – very cumbersome: you need to check which general has it, transfer it from one to another etc. Furthermore, there're two ancillaries but fulfiling similar functions. And WarCouncillor may even be only a trait (for the FL, the junior one), not an ancillary. You need to check and get your bearings all the time. Very complicated while it should be intuitive and simple.
- Only 3/4 places to recruit in a big faction (as there’re 3/4 PTS) – too much of an artificial limitation. In the game it should be natural. In the other submods this is achieved simply through the availability of the castles or good cities. It also forces the player to use most of the time crappy units what kills the game experience. It's better done in the SSHIP - through elite troops low pools' regeneration and very (high) prices for the best units.
- Religion requirements – good for the gameplay as the player needs to take care of the situation in his provinces. I think it should be done for the "factional" units.
Smaller issues:
- Cohesive Fighting Unit – it negates the role of a good if not successful fight. While it may be impact well on the AI performance, it's not good for the player experience. At the least, should be much lower than 70%.
- Over Confidence Trait – the incentive for the player to actually fight the battles should be positive, not negative. I mean: the player should chose to fight manually because he want a good trait for his general, not fearing a bad one.
- Crime&Punishment – I’ve failed to see their meaning for the gameplay and they're also not very excting as a flavour.