Hey guys,
Been playing for a bit and have been playing the latest patch.
I think the economy feels better now which is really good! Caravans and Workshops feel more satisfying which is a welcome change. However, I feel like some “choices” that should matter just don’t seem to matter.
1) In my play, it doesn’t seem to matter where you make your caravan or who you make it through. It would make sense that there would be some sort of impact from where you formed your caravan on the gameplay.
2) Your Caravans do not interact with your workshops or fiefs which seem like a missed opportunity. It would make sense that you could alter the behavior of your caravans similar to the way you alter the behavior of your clan parties. One setting for pure profit seeking, one setting for focusing on supplying your fiefs and workshops with needed inputs and one setting with a balance.
3) The way fiefs and workshops consume goods is counterintuitive. It is difficult to inject goods into your fiefs to impact their health and it’s not at all satisfying to supply your workshops with inputs. It would make sense to be able to interact with the fief and workshops in a way that rewards you for investing in your fiefs and workshops. For fiefs, governors should give you tips or even quests to bring quantities of specific goods needed to boost prosperity or consumption. Workshops should have a deposit inputs function that supplements the available supply from the market (Use the stored inputs if market price exceeds x per unit, store outputs if market price for output is below Y, sell stored outputs if market price is above Y).
4) I have no idea what the game does with weapons and armor on the market. These items should be consumed to outfit recruits and higher tier troops. An abundance of low tier gear should increase militia similar to food and prosperity. Woodworkers, weaveries, smithies, and tanneries should impact the quality of troops. It’s odd to see trade goods get consumed but you see gear accumulate. Another option would be to have the governor give you a quest to bring him some quantity of weapons and armor to replenish the militia. Gangs can add quests for some quantity of bandit tier gear as well (similar to the weapon quests). Boosting gang can lead to more hideouts and a less security while boosting militia could increase security.
5) I personally think the AI lords get high tier troops too frequently. You can stack wipe an army and have a second army raised at virtually the same tier before your troops are finished recovering from wounds. To me, it makes battles feel less impactful. I understand that there’s a balance between snowballing and infinite warfare, but the inexhaustible supply of high tier units seems to be an unsatisfying way to keep factions from steamrolling. Army losses can also barely impact kingdom decisions. Wiping multiple armies can still require a handsome tribute for peace.
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