Just some impressions on the current build. A very enjoyable mod, the best mod currently, especially by looking at battle aspect. Great work on the unit balance, decisions seem logical and balanced arround what units could do and not do.
So about units and battles :
Great work done about them nothing really to say bad about it. The only two things I found maybe changeable from gameplay logic perspective..
1. Some units in the game have 0 armour. I never liked that but then again it s a consideration maybe giving some profesional untis 1 armour instead ( Moldavian foot archers horse archers etc )
2. Horse archers. They have a large variety in the game and there are atleast 4 or 5 factions who have them many. So my issue with them is that light HA are not really good in this game. I was playing Moldavia and recruited cuman ha and they seem to underperform in an aspect of not getting hit or chased down by heavy or medium cavalry. So one good example is EB2 where in my opinion they did light horse archers a good unit. They increased the skirmish range at witch the units retreats from encroaching enemy units and they gave them very good stamina and very good speeds ( basically maneauverability ). In the current build I had hard time getting away from the Mongol hreavy cavalry ( Mirza ) My cumans got chased down and got many casualties in battles. So why recruit them as they are now? stationary foot archers with sharpened stakes look way more appealing. I am not talking damage here or lethality ( it s made perfect in this game ) I m talking the strenghts of light or medium ha in this game via their speed and ability to no get chased and hit. Foot archers and other ha should be the hard counter to horse archers not heavy cavalry. So guys don t use cuman horse archers they are expensive and not fast enough to run away Just a joke..
Anything else in battles, I have no complaints whatsoever. Enjoying them very much. It could take me a whole day to write what you guys did and got right about the unit and battle leathality and balance. Absolutely great job! Smart people put really good emphasis on the battles.. A thing other mods do not do these days unfortunetely.
So the battles and units and their balance are the best thing is this game. So let s talk campaign difficulty and especially economy of the campaign. I am a propagator of 1 year 4 turns and slower pace of campaign and economic aspects. It gives more immersion to the game in my opinion, gets a player involved more and ofc with that in mind you get historical characters which gives more interest in role play and immersity in which the player is put in. So it feels less casual and more fruitful in its depth.Right now we have a fast pace campaign, fast money, fast character traits appearing to them, loyalty system could work better if characters could get loyalty by harder means in the game ( the system fails when only one battle is needed for a general to get +1 loyalty so it undermines the current family system in the game ) So that could made slower, like 2 battles +1 loyalty? or faction leader has to have high authority for generals to slowly increase their loyalty over time?
Now economy : I have a settlement that gives me 15 000 per turn. that is equivalent to about 3 or 4 roughly powerful stacks. What happens when I have 10 settlements that give that much per turn?( keep in mind the victory conditon generally is to own 30 to 50 settlements on the map ) I get into god mode really fast. There is a corruption script and it s not enough I think. Even through that I get insane power that CAI does not even want to bother me since it calculates my power and makes a decision, so they offer alliance instead lol. So trade gives the most income which again undermines such building like whole irrigation building chain ( they are mostly worthless compared to trade building economic benefits ) , now good example again is EB2 where they equalised farming income to trade income to tax income. So it s 1/3 1/3 1/3 ratio. Late in the campaign a player will have 40k trade and 3 k farming and 10 k tax and surprisingly a corruption which gives a surplus ( I understand why moders did corruption in such a way, because we have factions that have colonies and basically they had to adress that having cities all acrros the map could make problems for these factions like Genoa, Venice, Ragusa). So trade in the game currently is way too much in my opinion it does not give any challenge to the player in mid to late game at all. I had 15 regions with Moldova and was steamrroling CAI like a god. Also if the irrigation building give growth why have buidling such as mills? In late game one has to destroy all wind mill buildings because they grow the population in a settlement on such level that CAI for example gets thrown out of their settlements because they have enormous population growth and numbers. So economy could be tweaked especially from corruption stand point and trade.
Some minor things I noticed in the campaign : CAI really does not invest into religon at all so when they conquer a region they don t build imams or priests or religous buildings. Notice how low their state religon is in newly conquered lands and notice that you will never see a priest walking arround from CAI standpoint ( except heretics ). So this does keep some trouble for CAI to keep it s settlements in place and not get rebelled.
Genoan, Venetian, Ragusan colonies give unique mercenaries for the factions that build colony buildings, but there is a bug or something to that nature when units like venetian colonian archers or genoan crossbows dissapear from recruitment pool and are gone. Only after reloading a save one gets to recruit those units again and then after few turns they dissapear again..
The Eastern part of the map in Anatolia where Hospitalliers reside and Aynids is very bugged and it bugs the movement of CAI for those particular factions. Maybe those small islands bug the AI? Crusading armies can t seem to reach the Rhodus settlement and Timurids aswell cannot reach them I noticed. So Rhodus can never be conquered by crusade or CAI in general. Also Karamarids and Aynids are the most inactive factions currently they never fight each other for supremacy and seem odd with their innaction. Timurids come and conquer them easily. Sometimes these factions just lose their family members fast and early into the campaign and get destroyed. Also Aynids park their armies on those small islands and never move them. So that part of the map is difficult for CAI. Hussite rebel stacks stand just above the Austria and are very innactive aswell. They don t attack anyone.
All in all best game and best battles I had overall with med2. Those who made battle system and balanced it deserve a medal, tell them they are geniuses. So much thought and emphasis has been made, and units look stunning and awesome. So the campaign could use some work and economy balanced a bit. Thank You for such an experience! people are going to play this jewel for years!!!