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What "wrong"-cultural armours do you guys wear when playing a different culture?

I know a lot of players don't stick to a monotone cultural getup when they play, but a lot of players probably do what I do; try to stick to culturally appropriate armours and weapons for the culture I am playing. I take this mentality with me to smithing as well, where I try to smith and use weapons that suit my characters culture appropriately. But I have some exceptions; I often use animal pelts for shoulder armour when playing as a Vlandian or Imperial. If I play as a Sturgian I may use some Khuzait armour. And if I play as a mercenary or Lord for a different cultural faction than my character is from, I may use a mix of regional armours and use my own culture for a weapon. Example; I played a Nord corsair mercenary for the Empire. I used gilded scale Imperial armour with gilded scale shoulderguards, golden pirate gauntlets and boots, and a brass Aserai helmet with a Nord one handed sword with gilded pummel and handguard. Anyone else give themselves similar cultural restrict...

My issues with the game mid first serious playthrough.

  1. Anything that's not a war economy (ransoming/selling loot) or fief taxes is not worth bothering with. Workshops turn basically no profit unless you know exactly which towns to buy a workshop in and corner a market. Caravans are okay but will get killed off when wars are declared since they roam the whole map. You make millions just looting and ransoming. They nerfed most of the non-war stable ways to get money into uselessness.

  2. Companion limit should be much higher. You need companions to govern fiefs and make war parties and armies that don't rely on other aligned lords. I have like a 7 companion limit and its not enough. You need your wife to govern and then your kids to work around this.

  3. You can't really paint the map unless you execute everybody, since lords escape captivity and raise more armies and rebel endlessly with money cheats. Mods fix this by either making executions possible between AI lords or by making prisons more airtight, or by reducing the reputation penalties for executing I heard.

  4. The game needs a way to standardize troops by shield groups and polearm groups. Right now most units will spawn with a random pool of possible weapons. So your heavy footman might have a shield and mace or a polearm. But in a battle line you want the shield ones up front. You CAN sort them out but its done in such a weird fucking way.

  5. The early game is a bit too grindy.

  6. Armor basically does nothing youll still get 5 shot by randos with tier 6 armor worth 1 million gold.

  7. AI Lords are kind of random in the ways they conquer and it makes your fiefs be in former enemy territory, so you have loyalty problems and you're always at war since you're bordering multiple kingdoms. But I havent done a playthrough as an independant kingdom yet. Being a vassal makes it hard to have consistent borders tbh.

Overall 8.5/10 game

I will say TaleWorlds kinda does the "we cornered the market for a genre only we produce" better than Creative Assembly does for Total War. I've even found the AI oddly impressive compared to modern Total War campaign and battle AI but you guys might disagree.



Submitted April 27, 2023 at 11:04PM by xeronak https://ift.tt/Sy6Q9c2

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