A few remarks on possible changes to the game
Posted: Thu May 01, 2025 2:38 pm
I only play Kingdoms in MP because I don't have time for SP.
Some of these comments may be unnecessary, explained in the manual (obviously I haven't read it), or I may be misinterpreting phenomena that occur in the game. On the other hand, I have highlighted a few elements that in my opinion would be worth changing to make this game better.
Perhaps there will be something meaningful here to further develop the game.
If any players have their thoughts on this, perhaps they can share them here too.
1. Buildings and their levels
In my opinion, it is worth introducing more building levels (which are present in the game anyway. V levels would be logical). The requirements for building buildings of the next level could be very low (e.g. one or two buildings of a lower level, in order to advance).
Firstly, this will make the building selection process less chaotic.
Secondly, it will be easier to filter which buildings are still worth building, which ones to wait for, what is still important to build (the right-hand side of the building selection menu could show the levels and the buildings available on those levels. At the moment it is in one big paragraph, which makes it difficult to search for buildings)
2. general notes on economics
I don't know how it works in the game, but if a building needs a certain raw material (e.g. a forge needs iron), the absence of that raw material in the trade range should result in the exclusion of that building. In such a case, it should not receive any bonuses and should also be marked as not working (e.g. crossed out in red).
Perhaps trade and trade embargo options should be available in the diplomatic action (the effects are probably obvious).
3. Nations
Virtually all nations and religions have the same buildings (with very few exceptions).
Is it possible to make a greater distinction between buildings according to nations, religions and perhaps also special buildings that can only be built in certain regions?
4. AI
Vassals are just stupid and of little use. Instead of moving on the enemy, they are pacing back and forth pointlessly.
The computer expands provinces tragically. The computer should have the option to specialise in provinces (e.g. military or trade) and be able to demolish unnecessary buildings. The computer should also have a sensible building queue enabled (for example, in one round, the builder builds 3 agricultural buildings, 2 infrastructure buildings, 1 religious building and 1 government building), so that you don't get the situation where there are 2 agricultural buildings in a province with 20 people.
5. HRE
The penalties for being in the HRE far outweigh the benefits. They simply may not have enough provinces. Additionally, there should be an option to invite people to join the HRE, and also to draw the Emperor's vassals into the HRE (e.g. Emperor conquers Denmark, makes it a vassal, vassal automatically becomes a member of the HRE)
The Emperor should have some sort of process for developing the empire, making decisions, anything to add variety to the game with this faction.
6 Other comments
- there should be any rewards for stepping up to a higher level of government (promotion in the authority table) (e.g. 1% more taxes, 1% bigger domain, or something similar)
- there are significant differences in domain size between some types of government (e.g. Bohemia and Sicily) (e.g. 40 provinces to 120 provinces without penalty) I don't know what this is due to, but it looks terribly artificial to me.
- I don't know if there shouldn't be bigger penalties for the distance from the capital and also for exceeding the size of the domain
. To balance this, I would suggest the possibility to build a third capital.
Some of these comments may be unnecessary, explained in the manual (obviously I haven't read it), or I may be misinterpreting phenomena that occur in the game. On the other hand, I have highlighted a few elements that in my opinion would be worth changing to make this game better.
Perhaps there will be something meaningful here to further develop the game.
If any players have their thoughts on this, perhaps they can share them here too.
1. Buildings and their levels
In my opinion, it is worth introducing more building levels (which are present in the game anyway. V levels would be logical). The requirements for building buildings of the next level could be very low (e.g. one or two buildings of a lower level, in order to advance).
Firstly, this will make the building selection process less chaotic.
Secondly, it will be easier to filter which buildings are still worth building, which ones to wait for, what is still important to build (the right-hand side of the building selection menu could show the levels and the buildings available on those levels. At the moment it is in one big paragraph, which makes it difficult to search for buildings)
2. general notes on economics
I don't know how it works in the game, but if a building needs a certain raw material (e.g. a forge needs iron), the absence of that raw material in the trade range should result in the exclusion of that building. In such a case, it should not receive any bonuses and should also be marked as not working (e.g. crossed out in red).
Perhaps trade and trade embargo options should be available in the diplomatic action (the effects are probably obvious).
3. Nations
Virtually all nations and religions have the same buildings (with very few exceptions).
Is it possible to make a greater distinction between buildings according to nations, religions and perhaps also special buildings that can only be built in certain regions?
4. AI
Vassals are just stupid and of little use. Instead of moving on the enemy, they are pacing back and forth pointlessly.
The computer expands provinces tragically. The computer should have the option to specialise in provinces (e.g. military or trade) and be able to demolish unnecessary buildings. The computer should also have a sensible building queue enabled (for example, in one round, the builder builds 3 agricultural buildings, 2 infrastructure buildings, 1 religious building and 1 government building), so that you don't get the situation where there are 2 agricultural buildings in a province with 20 people.
5. HRE
The penalties for being in the HRE far outweigh the benefits. They simply may not have enough provinces. Additionally, there should be an option to invite people to join the HRE, and also to draw the Emperor's vassals into the HRE (e.g. Emperor conquers Denmark, makes it a vassal, vassal automatically becomes a member of the HRE)
The Emperor should have some sort of process for developing the empire, making decisions, anything to add variety to the game with this faction.
6 Other comments
- there should be any rewards for stepping up to a higher level of government (promotion in the authority table) (e.g. 1% more taxes, 1% bigger domain, or something similar)
- there are significant differences in domain size between some types of government (e.g. Bohemia and Sicily) (e.g. 40 provinces to 120 provinces without penalty) I don't know what this is due to, but it looks terribly artificial to me.
- I don't know if there shouldn't be bigger penalties for the distance from the capital and also for exceeding the size of the domain
. To balance this, I would suggest the possibility to build a third capital.