I may have broken the game
Moderator: FOGK Moderators
I may have broken the game
Take this going in with the caveat that I am probably playing on way too low a difficulty setting to really provide a full challenge.
I'm playing my first Scottish campaign (still; man, this game is long). Right now I've taken over the whole of England and the lion's share of France. I was at the limits of my demense and decided, for a laugh, to invade Spain, with the intention of just stripping away the well developed Pyrenees regions that were rich in stewardship and piety. Castille had finished the Reconquista and was basically my biggest rival at this point, and I wanted to humble this cocky little kingdom rising up to challenge my sprawling empire.
Problem is that the authority penalty seems to cap at -4. I have authority buildings in my realm that produce more than that. At this point, there seems to be nothing stopping me from running riot over the entire map (other than the authority hit you take trying to digest regions not of your religion). Spain is folding like wet tissue paper, I suspect the HRE will be next, and I really don't have any serious rivals after that to challenge my collective army strength of about 2000 now. It's in danger of turning into a map painter.
As I said, this is playing on balanced, when it is clear I need a bit more of a challenge. But I wanted to bring this up as if this is also the case for higher difficulties (you can generate enough internal authority to just ignore demense size) then this represents a serious issue for a mechanic that seems designed to check a dominant player's position. The great thing about Empires was that the CDR mechanic forced you to behave with a bit of restraint. I'm worried Kingdoms has forgotten that a bit.
			
			
									
						
										
						I'm playing my first Scottish campaign (still; man, this game is long). Right now I've taken over the whole of England and the lion's share of France. I was at the limits of my demense and decided, for a laugh, to invade Spain, with the intention of just stripping away the well developed Pyrenees regions that were rich in stewardship and piety. Castille had finished the Reconquista and was basically my biggest rival at this point, and I wanted to humble this cocky little kingdom rising up to challenge my sprawling empire.
Problem is that the authority penalty seems to cap at -4. I have authority buildings in my realm that produce more than that. At this point, there seems to be nothing stopping me from running riot over the entire map (other than the authority hit you take trying to digest regions not of your religion). Spain is folding like wet tissue paper, I suspect the HRE will be next, and I really don't have any serious rivals after that to challenge my collective army strength of about 2000 now. It's in danger of turning into a map painter.
As I said, this is playing on balanced, when it is clear I need a bit more of a challenge. But I wanted to bring this up as if this is also the case for higher difficulties (you can generate enough internal authority to just ignore demense size) then this represents a serious issue for a mechanic that seems designed to check a dominant player's position. The great thing about Empires was that the CDR mechanic forced you to behave with a bit of restraint. I'm worried Kingdoms has forgotten that a bit.
Re: I may have broken the game
What year are you in, out of curiosity?
			
			
									
						
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						Re: I may have broken the game
Your dissent in occupied also threaten to become significant.
			
			
									
						
							There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
			
						There are also 10 kinds of people, those who understand binary and those who do not.
Re: I may have broken the game
It should decrease over time after peace (fast).
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
			
						There are also 10 kinds of people, those who understand binary and those who do not.
Re: I may have broken the game
That's a good remark overall. Even if in Balanced, it suggests I should up this max penalty of -4 to higher levels in higher difficulties...
You are now reading for a bigger challenge, playing in Experienced, and with a nation with more issues than Scotland. But don't take a random one region nation though ...
			
			
									
						
							You are now reading for a bigger challenge, playing in Experienced, and with a nation with more issues than Scotland. But don't take a random one region nation though ...
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
			
						Re: I may have broken the game
Thanks for the response. Will definitely try a harder difficulty this time, but I'll take note of your ominous warning regarding the one region minors on board. Funnily enough, something that did actually slow me down (it forced me to peace out instead of taking all of Spain in a gulp) was the court expenses mechanic. I almost bankrupted myself because I took more than my economy could support, and I had to peace out and settle for what I had. If authority isn't enough to constrain the player, a tighter economy might be another way to punish rampant expansionism and make it harder to reach the boundaries for government advancement.Pocus wrote: ↑Fri Jun 28, 2024 9:23 am That's a good remark overall. Even if in Balanced, it suggests I should up this max penalty of -4 to higher levels in higher difficulties...
You are now reading for a bigger challenge, playing in Experienced, and with a nation with more issues than Scotland. But don't take a random one region nation though ...
I'm still probably going to get France up to its modern borders and I'm aiming for the whole of Spain, but I'm not going to get any further than that simply because I've lost too much time. Poland and Hungary are safe this time. XD
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				SuitedQueens
 - Master Sergeant - Bf 109E

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Re: I may have broken the game
Hey Napoleon Complex. Check Glaring Balance Issues thread for more severe oversights and exploits. Furthermore I recommend you to check my thread "Tips for the new players". After the base message I have quite a few advanced and esoteric optimization tips. Suicide difficulty is not really a problem since snowballing as any nation is too easy. Dynamic Difficulty and Manifest-Destiny-like mechanics are too slow to catch up.Ludendorf wrote: ↑Fri Jun 28, 2024 8:44 pm Will definitely try a harder difficulty this time, but I'll take note of your ominous warning regarding the one region minors on board. Funnily enough, something that did actually slow me down (it forced me to peace out instead of taking all of Spain in a gulp) was the court expenses mechanic. I almost bankrupted myself because I took more than my economy could support, and I had to peace out and settle for what I had. If authority isn't enough to constrain the player, a tighter economy might be another way to punish rampant expansionism and make it harder to reach the boundaries for government advancement.
I'm still probably going to get France up to its modern borders and I'm aiming for the whole of Spain, but I'm not going to get any further than that simply because I've lost too much time. Poland and Hungary are safe this time. XD
As for the Court Expenses detailed breakdown refer to the penultimate message in the "Tips for the new players".
Re: I may have broken the game
Ah, a man who knows my alter ego!SuitedQueens wrote: ↑Sat Jun 29, 2024 8:16 pm Hey Napoleon Complex. Check Glaring Balance Issues thread for more severe oversights and exploits. Furthermore I recommend you to check my thread "Tips for the new players". After the base message I have quite a few advanced and esoteric optimization tips. Suicide difficulty is not really a problem since snowballing as any nation is too easy. Dynamic Difficulty and Manifest-Destiny-like mechanics are too slow to catch up.
As for the Court Expenses detailed breakdown refer to the penultimate message in the "Tips for the new players".
I'll dig into it later. This is no disrespect to you, you've clearly written some amazing guides and have put some real thought into them, and I'll certainly be devouring them at a later date, but at the moment I'm having fun trying to puzzle the game out for myself. I seem to have fixed my economic issues, which actually let me flatten the Holy Roman Empire. Spain had better get ready, because they're going to be my last port of call (I might just manage to start foraying into Poland as there's not that much left of Iberia). Using freemen in food and infrastructure only to mobilise them when I need a cash boost allows me to 'take up the economic slack' if that makes sense. It's like having excess economic capacity that you then mobilise to keep the cash coming in during times of crisis.
It also forced me to actually dig into the trade system. Turns out I am missing a LOT of stuff. Livestock is a perennial shortage, mainly because every milestone building under the sun seems to need it. There are enough carnivorous nobles in my empire to kickstart the fast food industry seven hundred years early at this point. Wood was another, and at this point I think my peasants cut down enough trees daily for the change to be observed by aliens from orbit. I inflicted a porcelain shortage on myself due to all the necropolises I built; 15% health on its own is hard to say no to, let alone with no building slot consumed. Tools surprisingly weren't a shortage due to me constantly keeping one step ahead, but I had to start using building edicts to keep on top of my tiles and bricks. Luxury was seldom a problem but also started to snap at my heels in a few regions (mostly France) as my lands became more developed. I never seemed to have enough horses, and I need to work on my mining game because I think I built one copper mine the entire game (which in turn hamstrung my brass industry, making for a lot of expensive parish churches.)
If going after piety at all makes you raise your eyebrow, remember this was my first game and I'm playing for fun, not to minmax. It looks like it's really hard to reach the highest levels of education; I don't think a single region in my empire is going to hit 'educated' before the deadline and I'm pretty sure there are tiers after that.
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				SuitedQueens
 - Master Sergeant - Bf 109E

 - Posts: 479
 - Joined: Fri Mar 12, 2021 3:09 pm
 
Re: I may have broken the game
You might not know this, but Tiles&Brick unlocks after the Clay Pit. Clay Pit itself is a low value structure you better disassembling since you have Quaries that produce 2x stone and has 1% chance of creating the Marble Vein. One major tip is to be dynamic with your regions: scrap tier 1 structures to free up slots for tier 2. E.g. if you focus your region on food tier 1 buildings will worth less than tier 2 commerce buildings anyway.Ludendorf wrote: ↑Sun Jun 30, 2024 4:25 am
It also forced me to actually dig into the trade system. Turns out I am missing a LOT of stuff. Livestock is a perennial shortage, mainly because every milestone building under the sun seems to need it. There are enough carnivorous nobles in my empire to kickstart the fast food industry seven hundred years early at this point. Wood was another, and at this point I think my peasants cut down enough trees daily for the change to be observed by aliens from orbit. I inflicted a porcelain shortage on myself due to all the necropolises I built; 15% health on its own is hard to say no to, let alone with no building slot consumed. Tools surprisingly weren't a shortage due to me constantly keeping one step ahead, but I had to start using building edicts to keep on top of my tiles and bricks. Luxury was seldom a problem but also started to snap at my heels in a few regions (mostly France) as my lands became more developed. I never seemed to have enough horses, and I need to work on my mining game because I think I built one copper mine the entire game (which in turn hamstrung my brass industry, making for a lot of expensive parish churches.)
Obviously your intrinsic economy will be rotating around Luxury, Tools, Religious Works, Ceramics, Glass, Wood, Iron and Tiles/Cloth due to the highest value buildings that produce gold and authority requiring them. To build mines you need Mining Exploration, but you can never have enough, so Lvl 2 Commerce Emporiums will solve all your resource problems particularly when you base your economy around Marble, Iron and/or Copper. Check this neatly laid out table
https://docs.google.com/spreadsheets/d/ ... p=drivesdk
POPs upgrades RGDs should always be in the bright green. In Kingdoms you have the same idea as in Empires: go wide to mitigate diminishing returns from almost all mechanics including Legacy passive generation. You win the game at turn 151 (in 1.01). You offset Court Expenses by having many Commerce Oriented regions and staying as lvl 2 governement. While Authority penalties fir going over the limits has a cap, the biggest issue is Characters betrayal chances increase that almost never occur otherwise. And on top of that far away region in the constant turmoil, altho having allies and vassals really helps with that. They are far more eager to clean lower Combat Power Rebels & Heretics stacks for you.Ludendorf wrote: ↑Sun Jun 30, 2024 4:25 am If going after piety at all makes you raise your eyebrow, remember this was my first game and I'm playing for fun, not to minmax. It looks like it's really hard to reach the highest levels of education; I don't think a single region in my empire is going to hit 'educated' before the deadline and I'm pretty sure there are tiers after that.
Re: I may have broken the game
So, for the developer's benefit and for anyone who is interested I figured I'd pop back in here with a post-mortem of my first game. A few points to bring up.
-I was playing the Scots.
-I was playing purely for fun rather than for challenge and was much more interested in seeing how far I could develop my empire than I was at 'min-maxing' the game. That said, I did at least care enough about winning the game that I pursued legacy aggressively.
-I was also allowing myself to reload when surprised by a mechanic that I didn't understand. If I made a mistake that I should have been fully aware of, however, I played on. For example, I now know to always keep a 100 power army in my capital under a loyal general. I had no clue how coups worked going in.
-I fought many battles in Field of Glory II. I did this because I like being the conquering general and FOG II is amazing, but it did drastically reduce the strategic difficulty, in particular allowing me to get the better of more rebellions than I can count, and it also let me beat the Norwegians out the gate, something I would have had a much harder time managing given that I had to invade Norway and beat the Norwegian army in order to get them to finally relinquish the Highlands to me.
A preface to this. I am trying to be a bit critical here, so I need to stress immediately that I had a blast playing this. You don't spend months on a campaign just to turn around and tell the developers who worked so hard on it that their game sucks. That's... profoundly illogical, to be frank. I had more fun playing this game than any of the recent Total War or Paradox titles, and that should count for something. The game is engaging, the building system is fun if a little too time-consuming once your empire gets too large, battles are fun and can be very tense when things are close, and when the AI threatens to dominate you can always take things onto the Field of Glory (II) to turn an impending disaster into a moment of triumph. I'm trying to give points to the developers to consider going forward. So, if you're new to the game and have happened upon this, then consider this a strong recommendation to buy the game or at least watch a let's play of it. I'd also consider not reading too much into this for all the reasons above and with the caveat that I'm just one casual player with one game under his belt.
Now, onto the story.
Opening the game, I remember being somewhat haphazard in my early construction, very much going after whatever gave the biggest number increase. Given that I was relying on my skill at Field of Glory II for battles, I didn't have to emphasise my military too much, and my armies were a very odd mix of swarms of light archers backed up by a few elite units of mounted sergeants. While I would probably have had more difficulty if this were on the Empires battle system, this was more than enough to dispatch the Norwegian garrisons, and I was lucky enough to capture the Norwegian highland fleet, this being the founding of the Royal Scottish Navy (later just the Royal Navy) which would go on to be the terror of the North Sea for centuries to come. I also saw very little military presence in Norwegian-controlled Scotland, meaning that even if I'd lacked the battle map, I may well have been able to take advantage of the island separating myself and the Norse.
Lacking the warscore to fully wrest Norway from Norwegian hands, I gambled on a risky counter-invasion, landing in Vestland. Despite the difficult terrain, naval supply issues, a mounting deficit, and a VERY scary counterattack from the Norwegian navy I was lucky to see off, and some difficult sieges, I was eventually able to sow enough chaos to free Scotland from the Norse menace, incidentally damaging their kingdom so badly that they collapsed into revolt, and only re-emerged in some form in the very late game as Sweden absorbed the remnants and then fell apart themselves. The North had a rough game to say the least.
Having seen off my main rival within Scotland herself, I turned my attention to the Scottish one region minors in the south. Galloway didn't put up much of a fight, although I remember Strathclyde being a tougher customer, and I would have probably had a much harder time against them had my light archer swarm not come to the rescue again, decimating Strathclyde on the field of battle and ensuring their kingdom fell to me in short order.
Already being a kingdom, and being keenly aware of the Holy Roman Empire marching merrily ahead in Legacy every year I didn't spend growing and developing, I pumped effort into stewardship and piety even as I launched into a bloody invasion of Ireland. It must be noted that at no point did England try to challenge this, nor did the ORM (One region minors) of Ireland take any notice of the danger as I slowly picked them off one by one. I was briefly stymied by a rebellion in Southern Ui Neill, and Connaught had a surprisingly large fleet which took a bit of forward planning to deal with, but overall this was more time-consuming than difficult, and Ireland quickly came to heel. Helping my expansion was my religious supremacy; investing in all those churches apparently paid off, as that +1 to authority really helps in the eras before you have any authority boosting buildings.
With Ireland under my heel, it was time to deal with the English. I was genuinely apprehensive about this, and it did, in fact, end in disaster as a massive Irish rebellion happened the turn I declared war on England. Up until this point I had only seen generic 'Celtic rebel' revolts, so this blindsided me and taught me that factions can re-emerge through a revolt as well. With my only army now committed to that front and the collapse of my Irish empire imminent, it was enough to prompt a reload. So if this had been an ironman campaign it is entirely possible that my dreams of a Scottish empire would have ended there, although having had further practice at the game I am convinced I could probably have scrounged together enough resources to put the revolt down and not get too beaten up by the English at the same time.
Having learned that massive national revolts are possible and can, in fact, happen, I delayed my invasion long enough to have a small army available to supervise Ireland, rationalising that this would at least be enough to keep any insurrection busy while I wrapped things up with my larger Northern neighbour. I was lucky enough for my invasion to coincide with a Welsh incursion into Mercia, and between the two of us, we ensured that the English state was soon in chaos. This is not to say there weren't scary moments, and I definitely needed to rely on Field of Glory II on more than a few occasions, pulling off a number of upsets using my skirmishers and medium infantry to run circles around the clumsy English levies. This was probably the most intense moment of the campaign as the large, unwieldy English armies faced off against my more agile Scottish force, and I would have to think very carefully about doing this again in an autoresolve only campaign. It should be noted that I had highlanders and Scottish spearmen in my army by this point, but the light archers and sergeants still played a major role. (I had access to knights by this point, but affording them in any numbers was another matter.)
I believe I had already reformed into a proper kingdom by this point, but if not, this gave me the demense size to do so, and may even have been the catalyst to my invasion. In a brutal, grinding war south, my army took city after city, breaking army after English army sent to stop us until we eventually splintered the UK into fragments. With London taken, I peaced out with Wessex only to annex them in a later war. At some point after getting rid of the five turn integration penalty (that also put some temporary strain on my treasury), I was also able to turn on the Welsh and annex them too, and my conquest of the British Isles was complete.
I had some economic success in this period as well, turning Moray into a breadbasket with a vast population and excellent commerce, developing the Highlands, and slowly improving the loyalty and productivity of my Irish holdings. This was when I stopped just building the thing with the biggest number attached to it and started thinking a bit about regional specialisation. Moray had two food regions, an infrastructure region, and a commerce region. I was also able to invest so much into Ross's food production that it meant my population could focus on infrastructure there, negating the penalties to food productivity there. This approach seems to be a must in mountainous regions.
Having united the British isles, I took France slice by slice. The Normans appeared to have fully fractured it, having apparently gone south rather than across the channel into England, and it was merely a case of conquering the various French ex-vassals before rounding on the Normans themselves. I was forced to vassalise the Normans due to a lack of demense space, but this would be the last time that would truly restrict my conquests. The Normans also possessed the most powerful fleet in the North Sea, and this forced me to finally construct a navy to match. My mixture of light and medium roundships were more than a match for the more individually powerful but numerically superior heavy ships of the Norman fleet, especially as my raiders had a lot of experience from smashing up the fleets of the various Irish minors.
I had consistently prioritised the milestone buildings as I developed, and this is what led to me being able to ignore the -4 penalty on demense size and provoked the invasions of Spain. In the end, I conquered the Holy Roman Empire, most of Poland, Tunisia, Denmark, and would probably have rounded on Hungary had I not decided to halt the campaign early. My armies were the terror of Europe and beyond, and there really wasn't much stopping me from marching upon Constantinople, Novgorod, Damascus, and even challenging the sanctity of the Papacy, except for the constraints of time as there was no time left on the clock to go for a world conquest. WIth multiple armies working together and a concerted effort I might have united Europe.
One thing I can say is that the loyalty system even at this difficulty level definitely constrains the player. As mentioned, the only reason I got away with half of this is because I could jump into the Field of Glory II system whenever I got into trouble, and trying to go too far too fast still ended in disaster when the Irish revolted at the worst possible time (just as I invaded England). Had I been playing under multiplayer conditions (that is, only being able to autoresolve battles) then I would at the very least have been forced to slow down and be a lot more careful, and I did get into trouble a few times when massive revolts happened in weakly garrisoned areas and there were no armies nearby to take care of the issue.
The demense limit system also puts a leash around rampant expansionists, but only in the early to mid game when there aren't enough authority buildings to go around. Once you've got enough of those, you can pretty much go nuts, and this is something that only gets worse as you expand and those +0.1s really start adding up. There was certainly plenty of mismanagement in my empire until I started paying closer attention to it; resources were missing from the majority of my provinces, there was a mass shortage of livestock, leather, and wood for most of the game and banditry and thieves were rife, but it never seemed to slow me down enough to force me to stop and correct the internal problems of my realm before forging onwards, only supercharging my economy once I began to get the situation under control. So, my current verdict is that things are restrictive at the game's start, but that balance can begin to break apart a bit once you get going and then it completely shatters once the game reaches the mid to late stage and unruly empires start dotting the landscape. The AI was also very unresponsive to my rampage; at no point did they try to present any kind of common front, nor did the Pope seem to take any notice of the fact that I'd come to dominate half of Europe and was eyeing the other half. Although he did seem to get a bit nervous when I devoured the Archbishopric of Aquileia right next door, being alarmed enough to cancel an ongoing crusade, which incidentally let me take another bite out of Spain. I suppose that's one way to get around the 'On Crusade' defence; scare the pants off the guy leading the crusade so he calls it off and YOU'RE IN THE CORNER WITH ME NOW SPAINY BOY!
The only thing that checked my power from time to time was the mounting court expenses that seemed to come from trying to take too much land at once, but eventually my economy was so powerful that even this check fell away.
So, what stopped me from seeing the most exciting game in a grand strategy title that I'd played in years to the end?
In a word, micro hell. The attention my economy needed meant I needed to manually check on resources in my provinces, and for a continent spanning empire plus the lag (recently improved I think thanks to the recent patch) that could take a long time. There desperately needs to be a map mode where you can see missing resources at a glance, as right now you need to click on the province and bring up the trade tab to see them. Maybe glaze them on red as an icon next to the resources that province is producing or something. I know you can automate what your empire builds, but as things stand right now, the AI seems to mess up its build order a lot if I did a better job going in blind. Looking at the difference between my carefully curated lands and the mad max anarchy in my vassal states spoke a thousand acerbic words, and after seeing that, entrusting my carefully crafted empire to the autobuilder feels like entrusting your firstborn son to the medieval barber who totally went to surgery school and very insistently smells of aftershave, not bourbon. Turns started being measured in hours rather than minutes and I don't have that much time in the day even for a game I really like, so eventually the time came to start a new campaign with a smaller, more focused realm. Unfortunately, what prevented me from ever seeing the victory screen wasn't rebels or rivals or the sting of an assassin's knife, but the game itself and the mire of bureaucracy, as my all-conquering emperor sat glumly on his throne sifting through building proposals like a Family Guy sketch. This is a problem that strategy games always suffer from and I'm not sure how much can be done without excellent automation systems. Go too far towards automation and you start to feel like you're just watching your empire rather than managing it. Too far towards player control and you end up spending five minutes deciding whether you want a cloth resource or ten extra piety in Brandenburg.
So, a few suggestions (and these are just suggestions) to the devs here.
-get rid of the limit to authority penalty due to being over the demense limit; I don't really see a mechanical or historical justification for it as if anything this is a problem that would worsen exponentially.
-Countries could perhaps band together if they see you getting too big. This isn't even a legacy thing, this is an 'I'm about to get eaten if I don't get some allies' thing. Legacy shouldn't be the AI's only concern; if someone is getting too big for their breeches, it may be time to found the concert of Europe early. Admittedly there weren't many coalitions in this era, but on the other hand, there weren't many kingdoms threatening continental domination either! This is one of the major systems in games like Europa Universalis, and getting to the point where you can break even a coalition against you can be one of the most dramatic and exciting parts of those games.
On that same note, the AI should maybe keep its forces near troublesome borderlands. One reason my invasions of England and Spain went so well is the fact I didn't meet any serious resistance until I was already far enough in to claim significant territory in a peace treaty had I wanted to.
-Disloyal regions could cost more towards your demense limit. This encourages players to get unruly areas under control first before they start swallowing more land.
-Try and improve the AI's build priorities as it feels like trusting a toddler with a machine gun at this point.
-Loyalty is good as it is, at least for this difficulty. As I said, it was one of the few things that significantly checked my progress and even threatened my game at one point. That said, growing garrison sizes also make rebellions less dangerous as time goes by; they're at their most dangerous when walls are rare and garrisons thin and poorly armed.
-The resource system is maybe a bit too forgiving, or needs to get less forgiving with difficulty. I was missing enormous numbers of resources, and my economy more or less ran like clockwork. Yes, I was having to pay through the nose for those necropolises, but said necropolises still produced gigantic bonuses to my piety and health. There was never a major moment where I had to seriously stop and think 'do I have the resources for this?' only 'is this the best thing I could be building right now? Kind of sucks that I don't have enough wood.'
--As an aside to this, I preferred this to fretting over every build choice because one missing input would bring my economy to a screeching halt. There's probably a balance to strike here.
-On that note, resource availability can be a bit unbalanced. Wood seemed to always be in critically short supply, although I suspect a part of this may be my reluctance to build logging camp buildings and my insistence on a major port everywhere I got the option (but then these were always profitable without the wood, so I never had an incentive not to take the trade range and commerce bonus). Maybe I just didn't prospect or build the relevant improvement enough, but I felt like I never had enough iron, and copper and silver might as well have been non-existent. My people were bathing in cloth and luxuries, but trying to find an iron hammer was a herculean task in the 12th century Scottish empire. I built a grand total of one copper mine and one silver mine, and never found a gold mine. (Admittedly those resources should be rare, but I never seemed to have enough brass for my parish churches for example.)
-These last two points aren't game breaking, they can just make the economy feel a bit odd. 'Necessary' resources start to feel like optional extras to make a building run better. 'I can totally run this foundry without a steady supply of iron!'
-Speaking of the left hand side of the periodic table, I very rarely had a problem with metal and manpower. Money was consistently my constraint, and the latter two became a bottomless pit of men and materials that I was free to use as trading sweeteners. The metal situation was especially funny given the shortage of iron in my regions. I like to think I was perched atop a giant mountain of metal, with toolmakers crying out as one for me to just release a sliver of my gunmetal grey riches.
Oh, and I never did get that philosopher's stone. I will never forgive you for this Slitherine.
For my next campaign, I'm probably going to try either experienced or difficult, but with the added constraint of not allowing myself to fight in FOG II. This will force me to expand much more slowly and pay far more attention to loyalty. It was a fun first game to rampage through, and I am definitely sold on the concept, but I need a bigger challenge to get my teeth into.
			
			
									
						
										
						-I was playing the Scots.
-I was playing purely for fun rather than for challenge and was much more interested in seeing how far I could develop my empire than I was at 'min-maxing' the game. That said, I did at least care enough about winning the game that I pursued legacy aggressively.
-I was also allowing myself to reload when surprised by a mechanic that I didn't understand. If I made a mistake that I should have been fully aware of, however, I played on. For example, I now know to always keep a 100 power army in my capital under a loyal general. I had no clue how coups worked going in.
-I fought many battles in Field of Glory II. I did this because I like being the conquering general and FOG II is amazing, but it did drastically reduce the strategic difficulty, in particular allowing me to get the better of more rebellions than I can count, and it also let me beat the Norwegians out the gate, something I would have had a much harder time managing given that I had to invade Norway and beat the Norwegian army in order to get them to finally relinquish the Highlands to me.
A preface to this. I am trying to be a bit critical here, so I need to stress immediately that I had a blast playing this. You don't spend months on a campaign just to turn around and tell the developers who worked so hard on it that their game sucks. That's... profoundly illogical, to be frank. I had more fun playing this game than any of the recent Total War or Paradox titles, and that should count for something. The game is engaging, the building system is fun if a little too time-consuming once your empire gets too large, battles are fun and can be very tense when things are close, and when the AI threatens to dominate you can always take things onto the Field of Glory (II) to turn an impending disaster into a moment of triumph. I'm trying to give points to the developers to consider going forward. So, if you're new to the game and have happened upon this, then consider this a strong recommendation to buy the game or at least watch a let's play of it. I'd also consider not reading too much into this for all the reasons above and with the caveat that I'm just one casual player with one game under his belt.
Now, onto the story.
Opening the game, I remember being somewhat haphazard in my early construction, very much going after whatever gave the biggest number increase. Given that I was relying on my skill at Field of Glory II for battles, I didn't have to emphasise my military too much, and my armies were a very odd mix of swarms of light archers backed up by a few elite units of mounted sergeants. While I would probably have had more difficulty if this were on the Empires battle system, this was more than enough to dispatch the Norwegian garrisons, and I was lucky enough to capture the Norwegian highland fleet, this being the founding of the Royal Scottish Navy (later just the Royal Navy) which would go on to be the terror of the North Sea for centuries to come. I also saw very little military presence in Norwegian-controlled Scotland, meaning that even if I'd lacked the battle map, I may well have been able to take advantage of the island separating myself and the Norse.
Lacking the warscore to fully wrest Norway from Norwegian hands, I gambled on a risky counter-invasion, landing in Vestland. Despite the difficult terrain, naval supply issues, a mounting deficit, and a VERY scary counterattack from the Norwegian navy I was lucky to see off, and some difficult sieges, I was eventually able to sow enough chaos to free Scotland from the Norse menace, incidentally damaging their kingdom so badly that they collapsed into revolt, and only re-emerged in some form in the very late game as Sweden absorbed the remnants and then fell apart themselves. The North had a rough game to say the least.
Having seen off my main rival within Scotland herself, I turned my attention to the Scottish one region minors in the south. Galloway didn't put up much of a fight, although I remember Strathclyde being a tougher customer, and I would have probably had a much harder time against them had my light archer swarm not come to the rescue again, decimating Strathclyde on the field of battle and ensuring their kingdom fell to me in short order.
Already being a kingdom, and being keenly aware of the Holy Roman Empire marching merrily ahead in Legacy every year I didn't spend growing and developing, I pumped effort into stewardship and piety even as I launched into a bloody invasion of Ireland. It must be noted that at no point did England try to challenge this, nor did the ORM (One region minors) of Ireland take any notice of the danger as I slowly picked them off one by one. I was briefly stymied by a rebellion in Southern Ui Neill, and Connaught had a surprisingly large fleet which took a bit of forward planning to deal with, but overall this was more time-consuming than difficult, and Ireland quickly came to heel. Helping my expansion was my religious supremacy; investing in all those churches apparently paid off, as that +1 to authority really helps in the eras before you have any authority boosting buildings.
With Ireland under my heel, it was time to deal with the English. I was genuinely apprehensive about this, and it did, in fact, end in disaster as a massive Irish rebellion happened the turn I declared war on England. Up until this point I had only seen generic 'Celtic rebel' revolts, so this blindsided me and taught me that factions can re-emerge through a revolt as well. With my only army now committed to that front and the collapse of my Irish empire imminent, it was enough to prompt a reload. So if this had been an ironman campaign it is entirely possible that my dreams of a Scottish empire would have ended there, although having had further practice at the game I am convinced I could probably have scrounged together enough resources to put the revolt down and not get too beaten up by the English at the same time.
Having learned that massive national revolts are possible and can, in fact, happen, I delayed my invasion long enough to have a small army available to supervise Ireland, rationalising that this would at least be enough to keep any insurrection busy while I wrapped things up with my larger Northern neighbour. I was lucky enough for my invasion to coincide with a Welsh incursion into Mercia, and between the two of us, we ensured that the English state was soon in chaos. This is not to say there weren't scary moments, and I definitely needed to rely on Field of Glory II on more than a few occasions, pulling off a number of upsets using my skirmishers and medium infantry to run circles around the clumsy English levies. This was probably the most intense moment of the campaign as the large, unwieldy English armies faced off against my more agile Scottish force, and I would have to think very carefully about doing this again in an autoresolve only campaign. It should be noted that I had highlanders and Scottish spearmen in my army by this point, but the light archers and sergeants still played a major role. (I had access to knights by this point, but affording them in any numbers was another matter.)
I believe I had already reformed into a proper kingdom by this point, but if not, this gave me the demense size to do so, and may even have been the catalyst to my invasion. In a brutal, grinding war south, my army took city after city, breaking army after English army sent to stop us until we eventually splintered the UK into fragments. With London taken, I peaced out with Wessex only to annex them in a later war. At some point after getting rid of the five turn integration penalty (that also put some temporary strain on my treasury), I was also able to turn on the Welsh and annex them too, and my conquest of the British Isles was complete.
I had some economic success in this period as well, turning Moray into a breadbasket with a vast population and excellent commerce, developing the Highlands, and slowly improving the loyalty and productivity of my Irish holdings. This was when I stopped just building the thing with the biggest number attached to it and started thinking a bit about regional specialisation. Moray had two food regions, an infrastructure region, and a commerce region. I was also able to invest so much into Ross's food production that it meant my population could focus on infrastructure there, negating the penalties to food productivity there. This approach seems to be a must in mountainous regions.
Having united the British isles, I took France slice by slice. The Normans appeared to have fully fractured it, having apparently gone south rather than across the channel into England, and it was merely a case of conquering the various French ex-vassals before rounding on the Normans themselves. I was forced to vassalise the Normans due to a lack of demense space, but this would be the last time that would truly restrict my conquests. The Normans also possessed the most powerful fleet in the North Sea, and this forced me to finally construct a navy to match. My mixture of light and medium roundships were more than a match for the more individually powerful but numerically superior heavy ships of the Norman fleet, especially as my raiders had a lot of experience from smashing up the fleets of the various Irish minors.
I had consistently prioritised the milestone buildings as I developed, and this is what led to me being able to ignore the -4 penalty on demense size and provoked the invasions of Spain. In the end, I conquered the Holy Roman Empire, most of Poland, Tunisia, Denmark, and would probably have rounded on Hungary had I not decided to halt the campaign early. My armies were the terror of Europe and beyond, and there really wasn't much stopping me from marching upon Constantinople, Novgorod, Damascus, and even challenging the sanctity of the Papacy, except for the constraints of time as there was no time left on the clock to go for a world conquest. WIth multiple armies working together and a concerted effort I might have united Europe.
One thing I can say is that the loyalty system even at this difficulty level definitely constrains the player. As mentioned, the only reason I got away with half of this is because I could jump into the Field of Glory II system whenever I got into trouble, and trying to go too far too fast still ended in disaster when the Irish revolted at the worst possible time (just as I invaded England). Had I been playing under multiplayer conditions (that is, only being able to autoresolve battles) then I would at the very least have been forced to slow down and be a lot more careful, and I did get into trouble a few times when massive revolts happened in weakly garrisoned areas and there were no armies nearby to take care of the issue.
The demense limit system also puts a leash around rampant expansionists, but only in the early to mid game when there aren't enough authority buildings to go around. Once you've got enough of those, you can pretty much go nuts, and this is something that only gets worse as you expand and those +0.1s really start adding up. There was certainly plenty of mismanagement in my empire until I started paying closer attention to it; resources were missing from the majority of my provinces, there was a mass shortage of livestock, leather, and wood for most of the game and banditry and thieves were rife, but it never seemed to slow me down enough to force me to stop and correct the internal problems of my realm before forging onwards, only supercharging my economy once I began to get the situation under control. So, my current verdict is that things are restrictive at the game's start, but that balance can begin to break apart a bit once you get going and then it completely shatters once the game reaches the mid to late stage and unruly empires start dotting the landscape. The AI was also very unresponsive to my rampage; at no point did they try to present any kind of common front, nor did the Pope seem to take any notice of the fact that I'd come to dominate half of Europe and was eyeing the other half. Although he did seem to get a bit nervous when I devoured the Archbishopric of Aquileia right next door, being alarmed enough to cancel an ongoing crusade, which incidentally let me take another bite out of Spain. I suppose that's one way to get around the 'On Crusade' defence; scare the pants off the guy leading the crusade so he calls it off and YOU'RE IN THE CORNER WITH ME NOW SPAINY BOY!
The only thing that checked my power from time to time was the mounting court expenses that seemed to come from trying to take too much land at once, but eventually my economy was so powerful that even this check fell away.
So, what stopped me from seeing the most exciting game in a grand strategy title that I'd played in years to the end?
In a word, micro hell. The attention my economy needed meant I needed to manually check on resources in my provinces, and for a continent spanning empire plus the lag (recently improved I think thanks to the recent patch) that could take a long time. There desperately needs to be a map mode where you can see missing resources at a glance, as right now you need to click on the province and bring up the trade tab to see them. Maybe glaze them on red as an icon next to the resources that province is producing or something. I know you can automate what your empire builds, but as things stand right now, the AI seems to mess up its build order a lot if I did a better job going in blind. Looking at the difference between my carefully curated lands and the mad max anarchy in my vassal states spoke a thousand acerbic words, and after seeing that, entrusting my carefully crafted empire to the autobuilder feels like entrusting your firstborn son to the medieval barber who totally went to surgery school and very insistently smells of aftershave, not bourbon. Turns started being measured in hours rather than minutes and I don't have that much time in the day even for a game I really like, so eventually the time came to start a new campaign with a smaller, more focused realm. Unfortunately, what prevented me from ever seeing the victory screen wasn't rebels or rivals or the sting of an assassin's knife, but the game itself and the mire of bureaucracy, as my all-conquering emperor sat glumly on his throne sifting through building proposals like a Family Guy sketch. This is a problem that strategy games always suffer from and I'm not sure how much can be done without excellent automation systems. Go too far towards automation and you start to feel like you're just watching your empire rather than managing it. Too far towards player control and you end up spending five minutes deciding whether you want a cloth resource or ten extra piety in Brandenburg.
So, a few suggestions (and these are just suggestions) to the devs here.
-get rid of the limit to authority penalty due to being over the demense limit; I don't really see a mechanical or historical justification for it as if anything this is a problem that would worsen exponentially.
-Countries could perhaps band together if they see you getting too big. This isn't even a legacy thing, this is an 'I'm about to get eaten if I don't get some allies' thing. Legacy shouldn't be the AI's only concern; if someone is getting too big for their breeches, it may be time to found the concert of Europe early. Admittedly there weren't many coalitions in this era, but on the other hand, there weren't many kingdoms threatening continental domination either! This is one of the major systems in games like Europa Universalis, and getting to the point where you can break even a coalition against you can be one of the most dramatic and exciting parts of those games.
On that same note, the AI should maybe keep its forces near troublesome borderlands. One reason my invasions of England and Spain went so well is the fact I didn't meet any serious resistance until I was already far enough in to claim significant territory in a peace treaty had I wanted to.
-Disloyal regions could cost more towards your demense limit. This encourages players to get unruly areas under control first before they start swallowing more land.
-Try and improve the AI's build priorities as it feels like trusting a toddler with a machine gun at this point.
-Loyalty is good as it is, at least for this difficulty. As I said, it was one of the few things that significantly checked my progress and even threatened my game at one point. That said, growing garrison sizes also make rebellions less dangerous as time goes by; they're at their most dangerous when walls are rare and garrisons thin and poorly armed.
-The resource system is maybe a bit too forgiving, or needs to get less forgiving with difficulty. I was missing enormous numbers of resources, and my economy more or less ran like clockwork. Yes, I was having to pay through the nose for those necropolises, but said necropolises still produced gigantic bonuses to my piety and health. There was never a major moment where I had to seriously stop and think 'do I have the resources for this?' only 'is this the best thing I could be building right now? Kind of sucks that I don't have enough wood.'
--As an aside to this, I preferred this to fretting over every build choice because one missing input would bring my economy to a screeching halt. There's probably a balance to strike here.
-On that note, resource availability can be a bit unbalanced. Wood seemed to always be in critically short supply, although I suspect a part of this may be my reluctance to build logging camp buildings and my insistence on a major port everywhere I got the option (but then these were always profitable without the wood, so I never had an incentive not to take the trade range and commerce bonus). Maybe I just didn't prospect or build the relevant improvement enough, but I felt like I never had enough iron, and copper and silver might as well have been non-existent. My people were bathing in cloth and luxuries, but trying to find an iron hammer was a herculean task in the 12th century Scottish empire. I built a grand total of one copper mine and one silver mine, and never found a gold mine. (Admittedly those resources should be rare, but I never seemed to have enough brass for my parish churches for example.)
-These last two points aren't game breaking, they can just make the economy feel a bit odd. 'Necessary' resources start to feel like optional extras to make a building run better. 'I can totally run this foundry without a steady supply of iron!'
-Speaking of the left hand side of the periodic table, I very rarely had a problem with metal and manpower. Money was consistently my constraint, and the latter two became a bottomless pit of men and materials that I was free to use as trading sweeteners. The metal situation was especially funny given the shortage of iron in my regions. I like to think I was perched atop a giant mountain of metal, with toolmakers crying out as one for me to just release a sliver of my gunmetal grey riches.
Oh, and I never did get that philosopher's stone. I will never forgive you for this Slitherine.
For my next campaign, I'm probably going to try either experienced or difficult, but with the added constraint of not allowing myself to fight in FOG II. This will force me to expand much more slowly and pay far more attention to loyalty. It was a fun first game to rampage through, and I am definitely sold on the concept, but I need a bigger challenge to get my teeth into.
Re: I may have broken the game
I have read everything. Deadtorius you are seriously beaten on this 'Wall of text' thing. Amateur, Deadtorius.
I'll re-read it and reply in the week. So you were on Balanced, but played the difficult battles in FOGM. It translates to easy mode
			
			
									
						
							I'll re-read it and reply in the week. So you were on Balanced, but played the difficult battles in FOGM. It translates to easy mode
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
			
						Re: I may have broken the game
Yeah, that's fair. As I said, just in case it helps. I actually really like this game. I want you guys to succeed with it. (I might actually take to YouTube and try to talk it up, but no promises!)
For what it's worth, I tried playing England and Connacht on Difficult and without FOGM and had two false starts. Finally getting somewhere with France but man, you have to be careful in the early game. Getting into a bad early war hurts and can be fatal, and contrary to my experience as Scotland, a lack of metal (or the expense of getting metal without a reliable source of iron) constantly snaps at my heels.
It might be worth setting up an AAR forum. It's a bit awkward doing what amounts to an after action report in the main thread.
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				deadtorius
 - Field Marshal - Me 410A

 - Posts: 5290
 - Joined: Mon Oct 20, 2008 12:41 am
 
Re: I may have broken the game
One must bow down to the master author who has out written me.Deadtorius you are seriously beaten on this 'Wall of text' thing. Amateur, Deadtorius.
					
					


