It's pretty good. I finally got my hands on it (or rather a computer that could actually run it)
There's still some things that I would like changed . but i can't complain that much on the grander scale, they did do a much better job at historical depiction this time around than those in the past (no more crazy fiction novel like factions like the RTW Gauls and Egyptians) and the balance is a lot better. still there's some things left to be desired.
1. I feel that the upkeep system could use more work, unit upkeep shouldn't be a strait #. it should have a lot to do with what the unit is doing. say... a unit stationed in a town is different from one deep in enemy territory... they've already grasp the begining of this concept with their milita upkeeps, but they could go further.
2. devastation effect is too minimal: I think this should play a bigger factor, if a enemy army is running wild in your land, the effect on your income and popularity should be much higher. they should have a pillage mode where a army move slower but gains money and give bigger penalty to the opposition. right now you will need a HUGE army a LOOONG time on your land to have a serious impact on your money making.
3. seige is still too simple. plz, in real life you don't just wait on the walls is someone is laddering, you'd throw all sorts of harmful objects at them. not to meantion the main citidal all awe inspiring looking still does nothing.
4. on the flip side, there's no way you can camp a whole army inside a citidal and wait out a seige for years. plz... so add those together, the end result should be that seige defense should be even better but you should NOT be able to keep an identical stack inside, if you have a larger stack in you city you will starve out a lot sooner. this setup will also force a much more complex and intersting province assault, no longer just the let's walk up to the castle and attack!
5. they need to work in a logistic system, it's just unreal . in compliment there should be a real moral system on the armies on the campaign map too, a army cut off from supply / support should start a battle with moral penalty etc.. wether or not a army goes rebel should have a lot to do with that. a army that keeps retreating should have even bigger problems and have deserters. a faction that can pay it's rent should have serious desertion and rebellion issues. etc..
played as the English and Moors, didn't notice how bad the English are until I played the Moors, boy they have no defense against cavs at all outside of stakes. those long bows won't do much good if they can't hide behind the stakes and fire at a slowly marching army. meanwhile the Moors can basically put a army of Camel gunners / Jinets / mounted X-bows and just scour the map for enemy armies, its' pretty hard to beat those without suprior terrain AND a big army. the Moors having both Christian Knights along with all sorts of fast Moorish units is pretty rigged. in fact the 3 Iberian factions are nuts and whoever wins out there have a HUGE advantage over the rest of western Europe. great economy, great units. great positioning.
I've lost a few, but I'm generally pretty conservative. opening up multiple fronts is really fun though. righ now I have a big Moorish kingdom but i'm fighitn a large front in Central Europe, then I sailed to Oslo , and I have a island hopping army in the Meds at Crete, and I have a army in the new world and one headnig for the holy land. woopy (d**** Mongols always took out my Jihad target before I can get there... forcing me to move slowly ...)
Edited by RollingWave, 26 May 2008 - 03:33 AM.